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The Legion of Tau: Undying Crusade 5.1 | Face your greatest adversary yet- SENTIENT NEMESIS System is here! Earn new unique EVOLUTION MODS! Generate your own Sentient Knight's name!


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Greetings, Tenno!
What once started as an art dump has now become a more fleshed out fan concept, with each passing day adding more substance to it, either by me or the community members interested in it. Especially now that DE has pitted us against the Sentient Anomalies and soon Erra's armies, there is a very good chance that we will be seeing Tau for real soon. But until then, I will continue to develop this idea!
UndyingCrusadeLogoBig.png

The Legion of Tau is a Warframe update that will bring players, or more specifically, veteran players, to the Sentient Homeworld of Tau. The Tau level I am designing is Open World in nature, filled with deadly enemies patrolling for a fight. The Landscape of Tau is constantly changing as the Sentients continually terraform it for reasons unknown. This will help keep the world fresh and interesting: one day, a certain zone may be an ashen, volcanic landscape, another day it may be freezing with a violent blizzard. As the Tenno presence on Tau has not gone unnoticed, players will essentially be dropping into a war zone; even the ‘town’ segment of Tau is constantly noisy with the sound of gunfire as Tenno operatives fight off encroaching Sentients.

Enemies on Tau, specifically the Sentients, have been designed to be engaging and dangerous. Every enemy has specific strengths and weaknesses; even the ‘fodder’ enemies require more attention than the old run of the mill Grineer Lancer. A combination of expert weapon builds, teamwork and communication will be key in these lands; Tau is not a beginner friendly landscape!

The Legion of Tau also includes new mods, Zaw parts and weapons, obtainable from anything from enemy drops, bounty rewards, brand new clan research and more!
Sentient weapons can now contain a special OmniKoneksi Pol polarity, which acts similarly to a UniversalUniversal_Polarity.png polarity. It's compatible with any other polarity- except UmbraUmbra Pol. All currently existing Sentient Weapons with polarities have one of them swapped to OmniKoneksi Pol. OmniKoneksi Pol polarities can be removed via Forma, but cannot be put back on.

You can open any of the tabs below to view ‘assets’ for The Legion of Tau. Be sure to check out all of the first three posts by me for complete details! Please leave comments, constructive criticisms or suggestions on literally anything that you see here! Also feel free to leave your own ideas and even artwork if you would like to contribute to the main concept!

:sentient:

SYSTEMS AND ECONOMY:

Spoiler

Hub World & Accessing Tau

Spoiler

The Tau Rail:
Every month, for the first week, a special alert will pop up on the nav console. Selecting this alert will bring up a screen where players can contribute their personal resources to the construction of a 'Tau Rail'. This is exactly the same as the Strata Relay construction event- each individual player must contribute resources in order to gain access themself. Once successful, the Tau Rail is built and grants access to Tau and the Tau hub world for up to 7 days. The Sentients begin to attack the Rail as soon as the Rail is built, causing its 'health' to decline over those 7 days.
When the Tau Rail is 'destroyed' (loses all of its health), access to Tau is locked again for the remainder of the month.
Players must be MR 10, have completed the Star Chart and all Quests in order for the Tau Rail alert to appear on their star map, and by extension they must have these requirements completed in order to access the Hub world and by extension, the Tau Open world.

Tau Town (WIP Name, leave suggestions for a real name ^.^): 
Tau_Town_WIP_Version_2.png

Intro sequence: The camera pans down from a dusky, dark orange, starlit sky, which quickly darkens into grey as we descend into clouds. Upon emerging, the sky lights up with bright lasers and bullets as we enter the scene of a battlefield. We catch a glimpse of the angry red insect-like robots that float across the ashen landscape, and the various allied forces that fight back. We center on a Lander, specifically the Player’s Lander as it emerges from the clouds toward a Tenno base on the ground. A few stray Sentient beams strike the ship’s hull, but only superficial damage is inflicted. As the Lander swoops by, the player’s Warframe swiftly leaps from the underside of the Landing Craft and lands in the Tenno base. The Warframe stands up and watches as the Lander cloaks itself and disappears safely. The players turns and gets a 360 panorama of the battle that rages just beyond the walls before relinquishing movement to the player.
The hub world on Tau is a Tenno encampment hastily set up via drop-buildings launched from orbit. It’s quickly set-up walls are constantly being barraged by Sentient weapon fire, and the sounds of bullets and artillery fill the air at all times. Overhead, Sentient fighters fly close only to be shot out of the sky. Around the perimeter of the hub world, players may walk along the wall to watch Syndicate and Tenno operatives returning fire at approaching Sentients.
The hubworld consists of a central open-sky courtyard at the center, and 3 separate drop-buildings that each house different facilities.
Storage and Medical Building (red zone): Houses representatives of the Red Veil and Steel Meridian. Tenno Operatives, Syndicate Operatives, Defectors and other Tenno allies can be found lying on stretchers, either receiving or giving medical attention. There are plenty of storage crates filled with weapons, tools, rations, resources and other supplies. Players can also access a foundry station and mod station, which allows players to build things without having to waste time returning to their Orbiter. There’s also a mysterious back room…
Research Facility (Purple Zone): Houses Quill Rhett, as well as a representative of the Arbiters of Hexis and Cephalon Suda. Tables displaying broken Sentient parts and stasis chambers with suspended Sentient units are all throughout this area.
Terraforming Analysis Building (Green zone): Houses New Loka and the Perrin Sequence, as well as a Tenno researcher who deals with both Sentient Fish and Tau-based resources.
Long Range Teleporter: This is where players go to deploy into the Open Zone. The teleporter sends all members of the squad collectively to a random spot anywhere in the Open Zone, safely behind enemy lines. This is also where players appear upon reentry after extracting.
Codex: A place where players can look at their Codex.
Radar Terminal: Tenno Operatives here are watching Sentient force movements here. Using their info, players can choose bounties to complete, similarly to Konzu and Eudico. Here, a team of Tenno Operatives overseen by Teshin Dax and Komo watch and record Sentient activity earnestly.
Void Resonance Sonar: Advanced Orokin technology that can help detect more covert Sentient movements as well as partially intercept Sentient data transmissions. Players can choose Elite Bounties here, which are tougher, longer bounties with higher payouts.

Komo:
“Nice to meet you, Tenno. The name’s Komo, and I’m in charge of operations around here. I’m glad you could join us- a millenia ago, the Orokin attempted- and failed- to invade the Sentient homeworld. This time, we’ll do better. We’ve got you, and everyone in the Origin System’s got our back. Now how about getting out there and crushing some red bugs under your feet?”
Smaller_Komo.png
No one knows who Komo really is. He rose up to assume command of the Tenno forces merely days before the invasion, but he’s done a damn good job of organizing one of the largest scale invasions in the history of the Origin System. With the Lotus missing, both he and the other higher up operatives have taken the management of the Tenno into their own hands. With the recent reemergence of Sentients, Komo, along with some help by the Quills, put together a preemptive invasion to deal with the looming Sentient threat BEFORE they could actually attack the Origin system. He’s a fierce fighter- strong and skilled enough to go toe-to-toe with Battalysts and Conculysts. He has the scars to prove it.
There are some rumours around that Komo is a legendary Dax hero, reincarnated from the Old War to fight the Sentients once again. Some think he’s also a member of the Quills. Others believe he’s just a normal man who has risen to the occasion. What everyone is sure about is his leadership and determination to win.
Komo can be found in any Tenno Relay while the Tau invasion is not in effect.

THE OPEN ZONE:

Spoiler

The Open Zone is divided into 5 different “slices” with an origin near the center of the map. Each slice rotates between 1 of 5 possible states, rotating every hour. Possible states include a “normal” state, a molten state, frozen state, toxic state, and storming state.

NORMAL STATE: No environmental modifiers. Water is water, terrain can be traversed by all normal means. The ground appears rocky with an igneous stone, the skies cloudy and grey. Echoes of Sentients calling to each other roll from over the mountains.
MOLTEN STATE: The ground becomes charred and bears glowing orange cracks. Molten lava pours from cracks in the ground, creating environmental hazards that slow movement and deal moderate Heat damage to any players that come into contact with it. Bodies of water have dense clouds of steam rising from them, obstructing vision and dealing low Heat damage to players that are too close to the surface. Even the skies become much darker thanks to the ash that fills the air. Sentients with Adaptive Defenses automatically gain Heat resistance.
FROZEN STATE: A thick layer of snow descends upon the ground, allowing Sentients to hide underneath and surprise players. All surface bodies of water become frozen and can be walked upon. Sentients with Adaptive Defenses automatically gain Cold resistance.
TOXIC STATE: A dense smog descends upon the area. Geysers erupt from the ground, spewing a toxic gas that deals Gas damage to nearby players. Also watch out for periodic showers of acid rain- take cover in a cave or other map feature to shelter yourself. Players that do not take cover will receiver light Corrosive damage energy second while in the acid rain. Additionally, all bodies of water will inflict Corrosive on any players that come into contact. Sentients with Adaptive Defenses automatically gain Toxin resistance.
STORMING STATE: A powerful storm rolls around, darkening the sky with massive thunderclouds and a torrential downpour. Lightning strikes periodically strike the land, dealing medium Electric damage to nearby players. Lightning may also strike the water, dealing massive Electric damage to any players in contact with it at that point in time. Also, there are short bursts of powerful wind every so often, causing Archwings and projectiles to be blown off course, as well as knocking Players off their K-Drives. Sentients with Adaptive Defenses automatically gain Electric resistance.

In addition to these environmental hazards, different types of fish may spawn in these differing conditions. More below.
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NOTE: This map is in an extremely early design and is highly subject to change in terms of layout.

Sentient Fortresses: Sentient-controlled bases that are filled with enemies and deadly turrets. Many Bounty missions revolve around these locations.

Sentient Bunkers: Similar to a Sentient Fortresses, but harder to break into due to its subterranean location.

Forward Bases: Allied outposts where players can queue up new bounties or use teleporters to extract. Some bounty missions may also involve defending the Forward Base from Sentient assault. Safe Forward Bases project a beacon of light into the sky in order for players to see.

Sentient Stronghold: Massive Sentient structures where security is tight and enemy levels are extremely high. In the top right corner, there is the Zarak Castle, which houses a powerful anti-ship battery within. In the center of the map there’s the Krellus Engine, which is the local Terraforming control center. This location is also the origin of the weather zones. Lastly, floating over the water is the Worm Ship, a massive Sentient Carrier that houses a ton of Sentient fighters. Sentient Strongholds are involved in Elite Bounties.

Caves: The grey features on the map represent the underground areas on Tau. Sentient Bunkers are located within some of these caves, and some caves also have bodies of water in them that can be fished in.

Water: The dark blue features on the map represent surface-level bodies of water while the light blue features represent cavern-based bodies of water.

An example of natural, pre-Sentient vegetation that is hardy enough to withstand the great, landscaping forces the Sentients cause:
tau_plant_by_forgotten_epoch_dcxp7nt-pre
You can see how the plant has four different forms, changing as the environment does, taking advantage of the extreme conditions to sustain itself. Special thanks to LostEpoch and his mighty artwork!

RESOURCES:

Spoiler

Lunar_Argon_Official.png
Lunar Argon: A stabilized form of Argon Crystal formed as a byproduct of extensive Solar Rail usage. Contains less energy than raw Argon Crystals, but possesses high physical strength and integrity.

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Nanocrosis: Sometimes, a part of a Sentient may break off due to weather conditions, combat, or terraforming accidents. This slab of tough Sentient armour has partially fossilized from being buried for so long.

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Prometheus Engine: An integral part of high-power, plasma-based Sentient weaponry.

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Specdredge: A minute Sentient machine that burrows through dirt and rock, altering chemical compositions and other subterranean aspects of Tau.

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Carcidiode: A damaged piece from a large Sentient. It has lost control over its own functions and has began to grow into a random, twisted form. The fact that it’s still alive makes it valuable for Tenno scavengers.

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Zeoultik: A glowing crystal that was given rise to by heavy Sentient radiation. It may work as a potent energy source if harnessed properly.

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Shadow Core: A reverse-charged, single-threaded Sentient Core. Although it is built into many Sentients, it seems to be unused. Perhaps there is something else housed within its black shell?

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Enclave Core: A Sentient Core that has been conditioned by extreme thermal energy. Oscillates at a high frequency.

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Wytch Core: A Sentient core hypercharged with electricity. Tenno operatives say they can hear the whisper-like songs of the Sentient within this device’s low hum.

Nanocrosis and Specdredge can be mined from orange ore veins.
Zeoultik and Lunar Argon can be mined from blue ore veins.
Carcidiodes can be harvested from small Sentient wreckages found across the world.
Enclave Cores, Shadow Cores, Wytch Cores and Prometheus Engines can be found as drops from Sentients.
Disassembling Sentient Fish also has a chance to yield any of the above Tau exclusive resources.

FISHING:

Spoiler


Tau Fishing:
Bodies of Water on Tau are filled with small-scale, non-combative Sentients that are responsible for maintaining the synthetic ecosystem the Sentients have created. All Sentient fish require a special fishing spear to catch, as they have tough, armoured exteriors that resist the spears that the Ostrons have made (more on this later).
There is a special vendor at the Tau hub world where the special fishing spear can be bought, and players can also turn in the fish here in exchange for credits, resources, Tau resources, and occasionally ducats. NOTE: Unlike the existing open zones, the fish on Tau DO NOT have special resources attached to them (like murkray liver, norg brain, etc). This is so that players are not forced into fishing in order to progress. Fishing on Tau will be a completely optional activity that players can do to have fun, with the benefit of obtaining some loot.
Sentient fish can also be placed into player fishtanks on their orbiters, and/or mounted on the wall (trophy blueprints can also be bought at the same vendor that offers the fishing spear).
Sentient Fish do not require any bait or special baits to spawn. Spawn rates of fish are determined by rarity, as well as certain environmental conditions. Rare fish grant greater rewards.

Sentient Fish (Group 1) by AlmightyJadosentient_fish_round_2.pngsentient_fish_round_3.png

Fish:
Prochalyst (common): A Sentient probe that measures and modifies the acidity levels in the water with its two underbelly antennae.
Electalyst: (common): With its massive fins, Electalysts zip through the water at high speeds, filtering out microparticle concentrations that are too high.
Aralyst: (uncommon): This slow-moving Sentient drifts through the water and creates minor gravitational singularities to alter water pressures.
Photilyst: (rare): An aquatic Sentient that uses its tentacles to sculpt and shape rocks and sand at the bottom of the water.
Joulyst: (rare): This ring-shaped Sentient acts like a mobile battery source, wirelessly recharging Sentients in the area.
Anguilyst (rare): A mobile colony of Sentient nanomachines that are responsible for repairing or degrading other Sentients in the water.
Radilyst (uncommon): An eel-like Sentient that constantly heats the surrounding liquid using its integrated radiator-gills. Found in extremely high-temperature zones.
Carstolyst (rare): This crustacean-styled Sentient uses its energy tendrils to deliver thermal energy into rocks, converting them into molten slag for easy manipulation. Found in extremely high-temperature zones.
Kepazalyst (uncommon): A bizarre Sentient that has the ability to absorb massive electrical shocks. Helps prevent the current from a lightning bolt from frying other Sentients. Found in zones undergoing electrical storms.
Raidelyst (rare): Equipped with a special target designator and the ability to manipulate electrical charges, this bulky Sentient helps direct lightning into areas where major Sentient architecture may not be damage. Found in zones undergoing electrical storms.
Mortilyst (uncommon): The massive, thick shell of this Sentient nautilus houses a tank of various chemicals that the Mortilyst can use to alter the chemical composition of the water. Found in zones where there is heavy chemical activity occurring.
Oxilyst (rare): An abstract looking Sentient that relays environmental data to other Sentients. Found in zones where there is heavy chemical activity occurring.
Bipolyst (uncommon): An alien-looking machine that burrows through thick ice to deliver materials and resources to other Sentients. Found in zones with subzero temperatures.
Subtelyst (rare): A small but powerful Sentient that uses its specially designed tool to halt molecular vibrations. Also possesses a secondary role as a long range scanner/spotter for Sentient forces. Found in zones with subzero temperatures.

Zekoth Fishing Spear by AlmightyJado
The Zekoth Fishing Spear:
The Zekoth Fishing Spear is a spear available only in the Tau hub world. The Zekoth spear is made of special, reverse engineered Sentient materials, and comes with a built in Sentient Disruptive Energy emitter to disable the fish. Thus, it is the only spear capable of piercing the armour of Sentient fish.
The Zekoth spear behaves exactly like other spears (same travel time, retracts in a similar manner, etc). As an added bonus/functionality, the Zekoth becomes a 'fish-scanner' while aimed. This allows players to scan non-Sentient fish (like the ones able to be found in the Orbs Vallis and the Plains of Eidolon). Scanning the same type of fish 3 times grants the spear the ability to successfully catch that type of fish with a 100% success rate. Essentially, this means with enough patience, this spear will replace the need for players to have to swap between the Lanzo, Tulok, Peram and Fortuna EMP Spears spears in order to catch fish. NOTE: The spear's scans are reset upon leaving the open zone the player was at, meaning that this spear is better suited for long term fishing trips rather than shorter expeditions.
As a fun little tidbit, throwing the spear at en enemy will always proc them with magnetic!

The Zekoth's blueprint can be acquired at the Fishing/Mining Vendor on Tau for 100,000Credits64
BLUEPRINT: 50,000Credits64| 20Tellurium64| 150Zeoultik_Icon.png| 5Fieldron64| 5DetoniteInjector64

THE QUILLS

Spoiler

“Greetings Tenno. Surprised to see me? Did Onkko not tell you of your long association with us? You are dealing with monstrosities far greater than the broken Eidolons that you have trained with. I am here to make sure you are supplied with any instrument you deem necessary to dismantle the creatures of this dark star.”

The Quills have sent one of their representatives, Quill Rhett Primary, to accompany the Tenno on their offensive to Tau.
Players will retain any and all standing with the Quills that they have already achieved with the Quills on Cetus for use with the Quills on Tau. Rhett's wares, however, are completely different than the things Onkko has to offer. To clarify, Rhett and Onkko use the same type of standing as currency, but with different wares. Rhett provides similar services as Onkko: players can guild and build amps, exchange Sentient Cores for standing, etc.
From a visual standpoint, the new amp components that Rhett has to offer also resemble raw Sentient bones similar to Onkko's amp components.

Quill Rhett Primary by AlmightyJado

SECTORATH PRISM (5,000ReputationBlackx64)[Requires Adherent]
A high-rotation beam interrupter allows for rapid fire bolts. Prism gyroscope accelerates over time.

SODORAH SCAFFOLD (5,000ReputationBlackx64)[Requires Adherent]
Cultivates and launches Prisma crystals, which bounce in a volatile manner before shattering into deadly shards.

RAMI BRACE (5,000ReputationBlackx64)[Requires Adherent]
Particle acceleration gates increase speed and range of attacks while also increasing effectiveness of longer range strikes.

 

LUKUS PRISM (7,500ReputationBlackx64)[Requires Instrument]
Electron collector fields generated by this prism interact with Void power to send out deadly orbs of energy.

DARKON SCAFFOLD (7,500ReputationBlackx64)[Requires Instrument]
Tachyon stabilizers and a double-folded, prisma coated launching cabinet send out highly damaging globules of plasma mines.

CHOKO BRACE (7,500ReputationBlackx64)[Requires Instrument]
A small onboard targeting computer analyzes strikes delivered to increase potency of follow-up shots.

ARYIDA PRISM (9,000ReputationBlackx64)[Requires Architect]
Twin charge rails fire precise bolts in rapid succession. Kinetic reverberators bend spacetime around initial shot while increasing intensity of the second.

ANDROKH SCAFFOLD (9,000ReputationBlackx64)[Requires Architect]
Void amplification spines are launched from a induction tube at high velocity to inflict deep wounds.

POGORTAK BRACE (9,000ReputationBlackx64)[Requires Architect]
Iradite conductor with embedded Zodian shards allow a transfer of energy into the user.

BATTALYST SCARE-SENTIENT (50,000ReputationBlackx64)[Requires Instrument]
Adorn the halls of your Orbiter with the bones of a Sentient.

LEKALYST SCARE-SENTIENT (50,000ReputationBlackx64)[Requires Instrument]
Adorn the halls of your orbiter with the bones of a Sentient.

RANJALYST SENTINEL SKIN (100,000ReputationBlackx64)[Requires Architect]
An ever-adapting little friend who will stick with you through thick and thin.

KORAKI CUIRASS BLUEPRINT (7,500ReputationBlackx64)[Requires Adherent]
Nimble, flexible armour worn by Quills who answer the call to action.

FAFAL CUIRASS (7,500ReputationBlackx64)[Requires Adherent]
Gilded armour coated in aggressive spines, perfect for any Tenno warrior.

KORAKI PAULDRONS BLUEPRINT (10,000ReputationBlackx64)[Requires Instrument]
Nimble, flexible armour worn by Quills who answer the call to action.

FAFAL PAULDRONS (10,000ReputationBlackx64)[Requires Instrument]
Gilded armour coated in aggressive spines, perfect for any Tenno warrior.

KORAKI HELMET BLUEPRINT (12,500ReputationBlackx64)[Requires Architect]
Nimble, flexible armour worn by Quills who answer the call to action.

FAFAL HELMET (12,500ReputationBlackx64)[Requires Architect]
Gilded armour coated in aggressive spines, perfect for any Tenno warrior.

ZORDALYST KEY (100,000ReputationBlackx64)[Requires Architect]
Proudly show off your Sentient slaying skills with this amputated limb for your Orbiter.                                                                                                                                                                                                                                                                                   

RAZELYST SKULL (100,000ReputationBlackx64)[Requires Architect]
Display your might over the Sentients’ best with this decapitated head for your Orbiter.                                                                                                                                                                                                                                                                                  

TAU (Open Zone) SCENE (100,000ReputationBlackx64)[Requires Architect]
Unlocks this scene for use in Captura Mode, accessed through the Warframe Appearance tab in the Arsenal.                                                                                                                                           

 

Magus_Ascension.png
MAGUS ASCENSION 
(12,500ReputationBlackx64)[Requires Architect]
On Void Mode: Gain 10/20/30/40% damage reduction per second while in Void Mode, lasting for 3/4/5/6 seconds once exiting Void Mode. Max 90% damage reduction.                                              

Magus_Fountain.png
MAGUS FOUNTAIN (12,500ReputationBlackx64)[Requires Architect]
On Void Blast: Mark nearest enemy hit for 10 seconds. If killed, the enemy will generate an energy fountain that releases beams at all allies within 5/8/11/14 meters, healing 50/100/150/200 health per second

Magus_Bastion.png
MAGUS BASTION (12,500ReputationBlackx64)[Requires Architect]
On Void Dash: Reduces Void Dash range by 10%, but leave behind a force field wall that lingers for 10/20/30/40 seconds. Force field blocks enemies and enemy projectiles, and has 4000/4800/5600/6400 health. Only 3 force field walls may be active at once.

Magus_Orbit.png
MAGUS ORBIT (12,500ReputationBlackx64)[Requires Architect]
On Void Dash: Become suspended in the air for 5/7/9/11 seconds. Cancel early by sliding. 

Magus_Singularity.png
MAGUS SINGULARITY (12,500ReputationBlackx64)[Requires Architect]
On Operator Death: Release an explosion dealing 600/1600/2600/3600 LotusBlackFinisher Damage to all enemies within 10/15/20/25 meters.

Virtuos_Cherub.png
VIRTUOS CHERUB (12,500ReputationBlackx64)[Requires Architect]
On Hit: 5/10/15/20% chance to call down a beam of energy at target's location, dealing 30/50/70/90% damage per second to all enemies within 5/6/7/8 meters.

Virtuos_Dynamis.png
VIRTUOS DYNAMIS (12,500ReputationBlackx64)[Requires Architect]
On Hit While at Maximum Ammo: Gain 40/60/80/100% Critical Chance and 40/60/80/100% Critical Damage.

Virtuos_Exousiai.png
VIRTUOS EXOUSIAI (12,500ReputationBlackx64)[Requires Architect]
On Ammo Depleted: 10/25/40/55% chance to restore ammo to maximum.

Virtuos_Seraph.png
VIRTUOUS SERAPH (12,500ReputationBlackx64)[Requires Architect]
On Hit: 2/4/6/8% chance to instantly kill enemies under 20/30/40/50% health (does not apply to bosses).

Virtuos_Shedim.png
VIRTUOUS SHEDIM (12,500ReputationBlackx64)[Requires Architect]
On Headshot: 12/14/16/18% chance to summon an ethereal, smoke-like Void Spirit for 5/8/11/14 seconds. Void Spirits attack every second, dealing 50% amp damage with every shot. Prioritizes enemies inflicted with VoidTearIcon bVoid.

   


 

 

BOUNTIES:

Spoiler

Bounties on Tau consist of several individual Stages that players must complete in order to win. Because there are no Syndicates directly aligned with Tau, each stage of the bounty grants a healthy portion of Credits, Endo, or Kuva in addition to a reward selected from a rotation table. Additional rewards can include anything from weapon blueprints to resources to even Riven Mods, all dependent on the level of bounty the players select. Each bounty stage will also include an optional challenge that, if completed, doubles the completion rewards (credits, Endo, Kuva) and draws from the reward table (weapons, riven mods, etc) a second time.
There are two archetypes of bounties: standard bounties similar to the ones on the Plains of Eidolon and the Orb Vallis, and Elite bounties. More info below.

BOUNTIES:

Spoiler

Bounties consist of 5 different tiers of difficulty. Each tier has 3, 4, 5, 6, 7 stages respectively. Tier 4 and 5 bounties guarantee an object from the "rare" drop table on their final stage.
The following tabs are a list of each of the possible Bounty Stages that may make up a Bounty Mission. Each Bounty will never have duplicated Bounty Stages. Bounties can be completed an unlimited amount of times. Bounties do not rotate however- the reward table for Bounties always remains the same, but the types of Bounty Stages within the Bounty Mission are randomly generated everytime, meaning running 3 bounties of the same difficulty tier within 1 hour will yield 3 different, randomly generated sets of Bounty Stages each.
Beware though! Some Bounties have surprise twists called "Complications" in them that only have a CHANCE TO HAPPEN! Keep your wits sharp, Tenno, and your blades even sharper.

Defend Tenno Forward Base:

Spoiler

Komo (Starting Bounty Stage):
"Tenno, one of our forward bases is reporting Sentient forces rapidly bearing down on them. I've set a marker at its location- get there, and protect them until the Sentients attacking there are worn thin!"

Gameplay:
A mark appears on players' HUDs, directing them to one of the 3 FORWARD BASES in the Open Zone.

Komo (Upon nearing the Forward Base):
"This is it, Tenno. Within moments, the borders of this outpost will be swarming with those Voiddamn red bug-bots! Hold the line."

Gameplay:
The Forward Base is occupied with 5 friendly NPCs that help players defend. These NPCs can consist of a random mixture of:
-Syndicate Operatives
-Tenno Operatives w/ Boltor, Burston, Braton, Mos Naganta or Boar
-Grineer Defectors w/ Hind, Sobek, Hek, Kohm, Ignis, Argonak or Fuselok
-Secura Moas
-Secura Ospreys
-Solaris United fighter w/ Random Kitgun
After a few seconds, Sentient Portalysts accompanying an assortment of ground-based enemies begin to move towards the base from all around. Within the center of the Forward Base, there will be a white ring, similar to the ones that appear in Interception missions. The moment a Sentient steps foot inside the circle, they will begin to capture it at a rate of 1% per second, regardless of whether or not there are players also within the circle. For every Sentient in the circle, the capture rate is increased by 1%, with a maximum for 10% per second. If the circle reaches 100%, the bounty fails.
Players must defend the base for 2.5 minutes (or 3 minutes at difficulty Tier 4 & 5).
The optional bonus objective can be completed by finishing the Bounty Stage with less than 15% of the base captured by the Sentients.

Komo (if complication occurs):
"Oh no... we're too late! No, wait, we can take this base back. Tenno, our allies posted here may be dead, but we can still retake this base! Get in there!"

Gameplay:
The forward base has no allied units, is already 30% captured by Sentients and contains several Sentient units within the zone. Players must rush to clear the Sentients out to stop them from capping further. Optional Bonus Objective is changed to finishing the bounty with less than 45% of the base captured by the Sentients.

Komo (Once only 1 minute of defense time remains):
"Keep it up Tenno, reinforcements are on the way. Hold out for about another minute and this'll be over."

Komo (Upon successful defense):
"Nice work Tenno. Cressa Tal is sending her forces from orbit via drop-pod to relieve you."

Gameplay:
10 drop pods fall into the base, restocking the base's population with Grineer Defector and Steel Meridian Operatives alike. Any remaining Sentients take 100% bonus damage from all sources.

Komo (Upon losing the Bounty Stage):
"All forces, fall back. Try and rendezvous at another Forward Base. We'll have to take back that one soon."

Set Up Cascade Mines:

Spoiler

Komo (Starting Bounty Stage):
"Tenno, move quickly. We gotta set up Cascade mines on this route here that the Sentients have been sending forces through. I'll mark the location... just get yourselves ready to receive the beamloads."

Gameplay:
A mark appears on the players' HUDs, directing them to a random spot on the map.

Komo (Upon nearing the site):
"Damn Sentients been funneling forces through this area for a couple hours now. They'll switch routes after we pull this off, but at least we'll be able to secure kills on a hearty helping of killer robot.
...Okay Tenno, Ergo Glast just sent me the thumbs up- Cascade bomb shipments are coming down. Get them planted and primed and then get the Void outta there!"

Gameplay:
Corpus storage containers materialize on the ground and must be opened by players. Once opened, players must pick up the Cascade Mine inside and carry it to one of the three arming sites within the Bounty Stage area. Once at the site, players can press the interaction key to bring up a Corpus hacking screen which must be completed in order to arm the mine successfully. If a player fails, the Cascade bomb will detonate and deal massive Void damage to that player and surrounding allies within 15 meters' radius. A new Corpus container is beamed onto the ground whenever a player begins the arming process of the previously sent Mine. Players must set 5 mines up within 2 minutes (1.5 minutes at difficulty tiers 4 & 5). If players detonate 3 cascade bombs, the Bounty fails.
The optional bonus objective can be completed by arming all mines with more than 30 seconds left on the clock.

Komo (If a Cascade Mine is detonated):
"Hey, what do you noobs think you're doing?! Those aren't easy to make, you know. *Sigh,* okay, sending another. Don't screw this one up too."

Komo (If a second Cascade Mine is detonated):
"I just told you to watch it! Ugh, here's one more. Get it right though, those Sentients will be here any second!"

Komo (If players unsuccessfully plant all mines in the time limit or detonate a third cascade mine):
"Urghhhh!! Come on Tenno, get into shape! This should have been a simple mission, but clearly you can't handle it. Why don't you go back to the Origin system and kill some Grineer clones? Surely you could handle something like that."

Komo (If Complication happens):
"Uh oh... Tenno, radar shows a Sentient scouting party approaching. I'm beaming you an advanced Nullifier- get it up as soon as you can to prevent those Sentients from reporting our activity in and ruining everything!"

Gameplay:
Another Corpus Container is beamed to the surface. Opening it reveals a device with 2 consoles attached to it. Players must perform a total of two Corpus hacking sequences on the device to activate it. During this time, a squad of dangerous Automaton class Sentients show up in the Bounty Zone, and they begin to attack the players. Players have 30 seconds to activate the Nullifier. Note that players must still complete the original objective within the earlier specified time limit if this complication occurs.

Komo (Nullifier Activated successfully):
"You got it! Or at least, I assume you did. My signals scrambled here, but I think that's good. Finish off those Sentients and make sure those mines are planted."

Gameplay:
Once activated, the Nullifier device projects a massive bubble over the Bounty Stage area. Players must complete the original objective as well as kill all the remaining Sentient scouts to win. The Nullifier deactivates once all Sentients are dead.

Komo (if players fail to activate Nullifier in time):
"Fall back, Tenno. The Sentients know. Get out of there before Sentient reinforcements appear."

Komo (Once all mines are planted successfully):
"Great work Tenno. The next Sentients who traverse that area are in for a real nasty surprise."

Disable Sentient Anti Ship Weapon

Spoiler

Komo (Starting Bounty Stage):
"Tenno, not far from your location there's a sort of... Sentient walker. It seems to be some kind of mobile anti ship battery that the damn red bugs are using to blast our ships out of orbit. Get to it and take that thing out before we lose too much!"

Gameplay:
A marker appears on the map, leading players to a location on Tau with a wide, empty area. Here, players will find a 6-legged, spherical Sentient device with a large, vertically aligned cannon on its top. It is accompanied by an array of Sentient units escorting it forward.

Komo (Upon approaching the objective):
"That must be it! Find a way to stop it before it gets into firing position! If you don't stop it, hundreds of lives could be lost."

Gameplay:
The Sentient Walker must be stopped before it reaches a destination on the map. The Walker proceeds at a pace that gives players approximately 3 minutes to stop it. At difficulty Tiers 4 and 5, the Walker's destination is closer so that it only needs 2 minutes.
Players must stop the Walker by destroying its legs while fending off its Sentient escorts. Each leg has its own health pool, and fully destroying a leg will slow down the Walker enough to grant the Players an additional 30 seconds of time to stop it. However, as a player damages a leg, it begins to adapt to THAT PLAYER specifically, gaining damage reduction until that player can no longer harm that leg. This forces other players in the squad to damage that leg. All players must deal sufficient damage to a single leg in order to destroy it. This scales with squad size; if playing solo, a player will be capable of completely destroying a leg by themselves, etc.
To note, the legs' do not require a perfect 20%/20%/20%/20% damage distribution across all 4 members of the squad. Enough leniency in the legs' health pools will be given to allow damage distributions such as 30%/22%/18%/30% or even 17%/17%/17%/49%. This allows stronger players to help pick up the slack while still requiring the participation of the other players in the squad.
The Optional Bonus Objective can be completed by killing 4*number of players in the squad Sentient units before completing the primary objective.

Komo (upon beginning to damage the Walker):
"It looks like it's finding out how to adapt to your entire arsenal, Tenno. You'll have to get your squad to all damage those legs to take it out!"

Komo (if players are unsuccessful in stopping the Walker):
"No! Son of- Cressa Tal, do you read me? Get your ships out of sector... damn it. It's too late. Tenno, we lost a lot of lives today. Get back to a base and restock your supplies. We gotta get revenge on these blasted machines!"

Gameplay:
If players lose, the Walker locks itself into place, firing several massive glowing orbs up and into the sky, presumably to destroy the allied ships in Orbit.

Komo (If Complication Occurs):
"Wha- no way! This one can float! Alright Tenno, I hope you're up for this- take out the central body of this thing and make sure it's out of commission for good!"

Gameplay:
Once players destroy all 6 legs, the now broken limbs break off the Walker and the Sentient machine collapses. After a brief moment, it powers up and begins to float, moving towards its destination one last time. Grants players an additional 30 seconds, which they must use to shoot the floating Walker and destroy it.

Komo (once the Walker has collapsed fully):
"Great work, Tenno! We've got Steel Meridian Galleons full of reinforcements on their way now."

Eliminate Sentient Foot Soldiers

Spoiler

Teshin (Upon Starting Bounty Stage):
"My pupil, let us strike down two dragons with a single cut. Destroy the evil that walks these valleys and hills. With every strike, you must learn how to defeat these opponents faster. No time to hesitate, Tenno. Let your blade do the talking."

Komo:
"As much as I hate Grandpa's cryptic speech, I couldn't agree more. Scans indicate Sentient fighter population is uncomfortably high."

Gameplay:
Players are directed to kill a specific amount of Fragment Class Sentients within a 5 minute time limit. Number of Sentient kills required is (5*number of players + 5*difficulty tier).
The Optional Bonus Objective can be completed by succeeding with at least 2 minutes left on the time limit.

Komo (Upon killing half the required amount):
"Great job Tenno! Nothing more comforting than watching those things drop like flies. Keep it up!"

Teshin (If players fail to kill required amount in time):
"I am disappointed in you, pupil. I thought you had been taught well? Perhaps I should assign you to 10 hours of Conclave to hone your skills? Do not let this happen again."

Overload the Sentient Shield Generator

Spoiler

Komo (Upon Starting Bounty Stage):
"Hold up Tenno. Incoming transmission from Cressa Tal. Standby."

Cressa Tal:
"How ya doin', Tenno? Listen, I'm not sure how much time we got. I've got a Fomorian in orbit, currently free from Sentient assault. But not for long. It may not be a Balor Fomorian, but we've managed to augment it enough to have the firepower necessary to punch a real big hole in some Sentient armour. There's a Sentient base that I'm marking for you. Start heading over."

Gameplay:
A waypoint appears on the players' minimaps, directing them to one of the many Sentient Fortresses on the surface of the Open Zone. Players must go towards the waypoint.

Cressa Tal (Upon nearing the Sentient Fortress):
"This Sentient Base is prime for attack. But our weaponry won't be able to penetrate their shields- it'll adapt too fast to repeated barrages! I'm going to drop you something useful. Pick it up, Tenno, then prepare to head inside!"

Gameplay:
A Grineer drop pod falls from the sky and lands in the ground. Players must approach it and Interact with the container to open it. Inside is a powercell-like object that one of the squad members must pick up. The device within the drop pod is marked with a waypoint for initial locating and in case a player drops it later.

Cressa Tal (Once the device is picked up):
"That little thing is a gift to us from a funny man in a hat. Take it into the base and find a suitable spot to place it. Arm it and then get the hell outta there!"

Komo:
"It's some kind of bomb, Tenno. It emits something similar to an electromagnetic pulse, but... different. Honestly, I don't know if it'll work, but let's give it a shot, huh?"

Gameplay:
Players must enter the hostile Sentient Fortress and make their way to a new waypoint located somewhere inside. Once the player holding the device reaches the waypoint, they can use the Interact key to place and arm the device. Along the way, players will have to defeat several Sentient guards (Fragment Class) that project force fields across hallways, acting as gatekeepers.
The Optional Bonus Objective can be completed by locating and destroying 3 Sentient Machine Nodes that spawn within the Fortress.

Cressa Tal (Once device is placed):
"Nice going Tenno. Now move it! You've only got a few seconds before I light that place up, and we're not waiting for you!"

Gameplay:
The device flashes red and sends a pulse through the Sentient Architecture, accompanied by a loud sound effect similar to an Eidolon Shield failing. Players have 10 seconds to evacuate the Sentient Fortress as Cressa Tal fires a Fomorian Eye Beam into the structure. Note: players do not fail the bounty even if they are killed within the structure.

Cressa Tal (If Complication Occurs):
"Nice go- wait a sec. That device should've gone off. Hold up Tenno!"

Komo:
"Hey, what's the big deal?"

Cressa Tal:
"Ah! Tenno, you have to reboot that device! I don't know why it's not working, but you gotta get it going. Those Sentients are onto you though. Protect that thing before it gets destroyed!"

Gameplay:
Players are directed to defend the device for 1 minute while a hefty tide of Sentient units attempt to destroy it. If players can successfully defend the device for 1 minute, the bounty will proceed to the evacuation phase as usual. Players will fail the bounty stage if the device is destroyed.

Cressa Tal (if Device is Destroyed):
"Dammit! It's alright Tenno, you tried your best. Now get out of there safely. Can't afford to lose a good soldier such as yourself. There will always be other days to deal some damage to these darn ugly robots."

Cressa Tal (Upon Successful Defense):
"Device is... operational."

Cressa Tal (Once device is placed):
"Nice going Tenno. Now move it! You've only got a few seconds before I light that place up, and we're not waiting for you!"

Gameplay:
The device flashes red and sends a pulse through the Sentient Architecture, accompanied by a loud sound effect similar to an Eidolon Shield failing. Players have 10 seconds to evacuate the Sentient Fortress as Cressa Tal fires a Fomorian Eye Beam into the structure. Note: players do not fail the bounty even if they are killed within the structure.

Cressa Tal (After firing Fomorian Eye Beam):
"Now that's what I'm talking about, Tenno! Mighty heroic of you and your team. This'll be one for the records."

 

ELITE BOUNTIES:

Spoiler

Coming Soon.

 

SENTIENT KNIGHT NEMESIS SYSTEM

Spoiler

It all begins with your assault on the Sentient Homeworld- Tau. As long as you complete at least 1 bounty on the Tau Ceti open world, you will be marked as a person of interest by the Sentients. More specifically, you’re identified as a threat. In order to deal with you, the Sentients will launch a counterattack against you by sending an elite warrior to neutralize you- a Knight. Sentient Knights- or Razelysts- are unique, highly specialized Sentients that have downloaded combat data pertaining to your fighting style. How they arrive in the Origin System is unknown, but what is known is the problems they will force you to deal with. Similarly to Kuva Liches, Sentient Razelyst Knights will occupy nodes across the Star Chart, slowly spreading their influence while the Tenno attempts to stop it.

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As the Tau Ceti open world only lasts for 2 weeks at the beginning of every month, the Sentient Knight gameplay acts as an “off-season” set of content for players to deal with, appearing on the last day that the open world is available. To put it simply: players can obtain a Razelyst Knight adversary once per month at the most. Additionally, players can only have one Knight hunting them at once.

Sentient_Knight_Occupied_Nodes.png

Occupation of Planets & Forward Nodes:
When a Sentient Knight first appears, they arrive on a randomly selected planet in the Star Chart and occupy 8 nodes. 7 of these nodes are recognizable by the BLUE EFFECTS encircling them- these are Forward Nodes. Forward nodes cause a modifier to be put on ANY MISSION played there, whether it’s the normal mission, Arbitrations, Invasions, Open World zones, Sorties, Kuva Lich occupied territory, etc. (The only “planets” exempt from Knight occupation are the Kuva Fortress and The Void). The modifier causes a random batch of Sentients to appear in the mission, inducing pandemonium and chaos! In addition to this, there is a chance for your Sentient Knight itself to appear. Similarly to Kuva Liches, Razelyst Knights’ chances to appear in missions increases the more occupied nodes you clear. This can be seen by the bar on the Knight’s info screen. Forward Nodes can be cleared simply by completing the mission. That’s it, just achieve the objective and extract. Unfortunately for you, the presence of your Knight’s soldiers causes some of your resources to be stolen at the end of the mission. However, this can be mitigated by defeating the Sentients that spawn into your mission. Here’s how it works:
A maximum of 50% of your resources can be stolen by your Knight. This decreases based on how many Sentients you kill. If 10 Sentients spawn, and you kill 1, you’ve only killed 10%. Therefore, you have 45% of your resources stolen as opposed to 50%. If you killed 9, you’ve killed 90%. Therefore, you have only 5% of your resources stolen.

The Master Node:
The eighth node on an occupied planet is recognizable by its eerie RED EFFECTS. This is the planet’s Master Node. Additionally, you will see a small bar underneath the node with 7 pips. These pips represent the difficulty of that node. Clearing Forward Nodes decreases the difficulty of the Master Node- but note that the Master Node does not require the clearing of all Forward Nodes in order to be played. Master Nodes’ functionality is identical to Forward Nodes (Sentients Spawn in, etc), but with 1 caveat- your Sentient Knight has a 100% chance to spawn in! While in the Master Node, your Sentient Knight is bolstered by a few additional effects- more on that later. If a player successfully clears the Master Node AND wins a fight with their Knight, they will gain back all resources that had been stolen from them from other missions on that planet! In addition to this, all Forward Nodes not yet cleared will be cleared. Essentially, this allows two paths for players to take: clear Forward Nodes individually in order to decrease the difficulty of the Master Node, or jump straight into a more challenging Master Node to try and liberate the planet in one fell swoop. Liberating a planet from your Sentient Knight will also cause it to flee to adjacent planets. As an example, clearing Venus would cause Mercury and Earth to become occupied.
But your Sentient Knight won’t wait for you to finish them off so easily! If players play on nodes that are not occupied by your Knight, every occupied planet will generate a new Forward Node (assuming there are less than 7 on that planet. If there ARE 7, an Auxiliary Node is created- more on this later).

Quick summary so far:

  • Occupied planets have blue and red nodes.
  • -Less blue nodes = easier red node.
  • -Clear the red node to instantly clear all nodes on that planet.
  • -Not clearing nodes causes more blue nodes to appear.
  • -Maximum 7 blue nodes and 1 red node per planet.

Now let’s get into fighting your Knight. Your Knight comes equipped with two weapons, a head, and a body. This is all randomly generated. Your Knight’s abilities are tied to their appearance, allowing other people in mission to quickly identify what your Knight is capable of doing just by looking at them. You can also read what their weapons and abilities are by hovering over the icons in their Info Screen (just like Kuva Liches).

Sentient_Knight_Info_Screen.png

Sentient Knight Body Parts:

Spoiler

 

Heads:

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Hackdown Skull:
Grants the Razelyst the ability to periodically generate energy barriers in doorways, restricting player movement. Players can remove barriers by damaging it (which will take a longer time than the alternative), or hacking a Sentient-Assimilated control panel that appears near the Razelyst.

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Mandible Skull:
Allows the Razelyst to periodically enter an overdrive state, attacking more frequently and at a faster speed. Attacking the Razelyst while it is in the overdrive state will shorten its duration.

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Antler Skull:
Allows the Razelyst to periodically heal nearby Sentients. The Razelyst also gains minor health regeneration.

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Fluxfield Skull:
Grants the Razelyst the ability to generate a nullifier-like bubbles. Players that pass through the bubble (either in or out) will have their currently equipped weapon disarmed. Players can pick up that weapon again, which will be found at the feet of the Razelyst that disarmed them.
The Razelyst can also use this bubble to pick up detached Sentient limbs at longer range than normal.

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Cyclopean Skull:
Allows the Razelyst to mark a random player with a target designator laser. For the next few seconds, all nearby Sentients will focus on attacking that player, and any Sentients with ranged attacks also gain some bonus range during the effect.

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Mastermind Skull:
Grants the Razelyst both the Cyclopean Skull (target designator laser) and Hackdown Skull (door barrier) abilities, but to a weaker degree.
Target designation lasts for a shorter amount of time.
Door barriers have less health and are easier to hack.

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Needle Skull:
Allows the Razelyst the ability to extend an energy proboscis which latches onto a nearby Sentient or Player. When the linked entity takes damage, the Razelyst will have its shields regenerated.
The link will break if the Razelyst moves too far away from its target, the target dies, or the target breaks line of sight.

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Colossus Skull:
Increases the armour and health of the Razelyst.

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Arc Skull:
Allows the Razelyst the ability to release a swarm of energy wisps. These wisps seek out nearby Sentients, increasing their damage for a duration. Players can shoot these wisps with Amps to destroy them, preventing the Razelyst from boosting its allies.

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Necromancer Skull:
Allows the Razelyst the ability to periodically infuse a part of its synthetic oro into a nearby lifeless Sentient. This will bring that Sentient back to life, granting it Damage Adaptation equal to the Razelyst’s latest immunity.

Bodies:

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Seraph Carapace:
Grants the Razelyst complete omnidirectional flight while removing its ability to stand on surfaces or walk across them. Allows the Razelyst to nimbly dodge and strafe projectiles and avoid melee strikes.

-Health
-Armour
++Shields

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Warrior Carapace:
Grants the Razelyst high durability and integrity.

++Health
+Armour
--Shields

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Scholar Carapace:
Disallows the Razelyst from hovering or walking, but grants it the ability to teleport short distances. Additionally, the Razelyst can generate protective shields similar to Volt’s riot shield, protecting it from damage in one direction.

+Health
--Armour
+Shields

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Artillery Carapace:
Disallows the Razelyst from hovering, but grants it increased speed while walking. Additionally the Razelyst can lock itself in place, charging itself up before unleashing a powerful beam from its chest. The beam does high Tau damage over 7 seconds, but can be avoided by hiding behind walls or objects.

++Health
-Armour
-Shields

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Vanguard Carapace:
The Razelyst can use its skull’s ability more often.

+Health
+Armour
+Shields

 

Arm Weapons:

Spoiler

 

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Cleaver:
The Razelyst can swing this blade to deal Slash damage to deal damage to nearby players in a manner similar to Conculysts’ batons.

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Longfork:
Long range version of Battalysts’ energy forks. Higher projectile speed and target acquisition range- deals Electric damage.

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Photon Lance:
Three-round burst fire weapon. Launches bolts that deal Puncture damage.

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Harvester:
Deadly melee weapon with telescopic shaft. Allows the Razelyst to swing at nearby players swiftly, or extend the weapon to strike players at longer range but at a slower speed.

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Razelyst Plasmathrower:
Powerful flamethrower-style weapon with attached bayonet. Blasts white hot flames in a cone, leaving patches of scorching matter that deal Heat damage to players. The Razelyst can also use the blade on this weapon to cut or stab nearby players.

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Pike:
A spear that the Razelyst can use to stab at players. Can also be thrown, dealing Impact damage to all players along its path before retracting, dealing Magnetic damage on the way back.

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Minelayer:
An explosive weapon that lobs energy balls that act like proximity charges. Explode on contact with players, dealing Blast damage. Mines last for 10 seconds before detonating.

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Annihilation Lens:
Fires a piercing laser beam, dealing damage every second to players caught in the ray.

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Trajectile Accelerator:
Sentient missile launcher. At closer ranges, fires a fast-moving rocket that deals Blast damage in a small area. At longer ranges, the rocket is launched in an arc with decreased travel speed but quintupled blast radius.

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Jawbreaker:
Combat shotgun. Peppers players with 6 Radiation pellets at relatively high rate of fire. Deals higher damage at closer range.

 

Ancillary Directives:

Just like how Kuva Liches have Quirks, Sentient Knights have Ancillary Directives. These are behaviour-modifying programs that may force a change of gameplay, or allow players to exploit a unique weakness in order to better defeat their Knight. This can range from an unhealthy obsession with scanning things to increasing its aggro to insane levels in the presence of an Operator.

Spoiler

DIRECTIVE:

BEHAVIOR

Honeybee Protocol

Sentient Knight will focus on attacking the player that has most recently killed another Sentient.

Threat Assessment

Sentient Knight will focus on attacking the player that has dealt the most damage to it and its allies.

Photogammetry

Sentient Knight will stop fighting in combat to scan objects non-Sentient enemies that it hasn’t scanned before.

Kamikaze Protocol

Sentient Knight moves faster while an Operator is present. Will also focus on Operators before anything else.

Caspase Protocol

Sentient Knight will prioritize attacking Grineer units if present.

Retreat Command

Sentient Knight will attempt to move into Tenno-free areas while its health is below 60%.

Suppression Protocol

Sentient Knight will prioritize attacking Corpus units if present.

Assimilation

Sentient Knight will periodically attempt to move towards Robotic units and change their faction to become allied with Sentients.

system_error

Sentient Knight may suddenly stop moving and attacking for a very brief duration in the middle of combat.

Radiotherapy

Sentient Knight will prioritize attacking Infested units if present.

Demonology

Sentient Knight will move in order to maintain allied units in between itself and any Operators.

Echolocation

Invisible Warframes are periodically revealed to the Sentient Knight.

Heist Protocol

Resource stealing cap increased to 80%.

Scorched Earth

Sentient Knight will attack resource crates and chests, destroying them and inhibiting the yield of rewards.

Centurion Protocol

Sentient Knight will summon more than the usual amount of personal escort units upon appearing.

Hellhound Subsystem

Sentient Knight will teleport to its player nemesis if it moves 150m away or farther, grabbing them and briefly strangling them with a tractor beam.

Rectification

Sentient Knight moves faster while missing arms, and is more likely to abandon combat in order to rearm itself.

Creeping Barrage

Sentient Knight will continue to move forward while attacking, and will lock itself into attacking for longer durations.

 
Personal Escort:
Sentient Knights will always summon an entourage of Fragment Class Sentients (ie Symbilysts, Battalysts, Mimics) when they appear in a mission. The amount of these Sentients increases with the Knight’s level.

Health, Armour, Shields and Other Damage Related Things:
Sentient Razelyst Knights have Tau Transistor Health, Exoskeleton Armour, and Empyrean Shields. Also note that Knights take 75% reduced Void Damage, EXCEPT during the final fight, where it takes 250% increased Void Damage (more details below).
Knights can be affected by Status Effects, but the effectiveness or durations are decreased:
Impact bImpact - no effect.
Puncture bPuncture - unchanged.
Slash bSlash - bleed damage multiplier reduced to 25% from 35%.
Heat bHeat - does not force Knight to panic.
Cold bCold - slowing effect reduced to 20% from 50%.
Electricity bElectricity - does not stun Knight.
Toxin bToxin - duration reduced to 5 seconds from 8.
Blast bBlast - staggers Knight instead of knocking down.
Corrosive bCorrosive - armour reduction is no longer infinite but lasts 10 seconds. Still stacks as normal.
Gas bGas - same effect applied to Toxin procs (duration is 5 seconds from 8).
Magnetic bMagnetic - reduces shields by 60% from 75%.
Radiation bRadiation - does not turn Knight against allies, but will enable friendly fire (it can damage allied Sentients, but will not intentionally target them). The Knight’s accuracy will also be reduced for the duration, which is decreased to 7 seconds from 12.
Viral bViral - maximum health reduction decreased to 25% from 50%.
VoidTearIcon bVoid - unchanged.

Death and Growing Stronger:
Like all Sentients, your Knight has a powerful ability to adapt. This is achieved through its destruction: when struck down, it can never be killed by the same way again. Killing your Sentient Knight in a mission causes it to gain immunity to the damage type that it took the most of during that fight. For example, let’s say you kill your Knight with the just the Gammacor. From now on, your Knight can no longer be harmed with MagneticMagnetic b Damage. There are 13 damage types that the Knight can adapt to (the four primary elements and the 9 secondary elements). You must kill your Knight with ALL 13 DAMAGE TYPES in order to defeat it. Your Knight’s remaining weaknesses are visible on its info screen, allowing you to quickly modify your loadout before moving out to hunt it again. Once the Knight has no more weaknesses, head out once again and overload it with VoidVoidTearIcon b damage! Attack the stunned Razelyst Knight with your Parazon and end its reign of tyranny once and for all!
Your Sentient Knight’s limbs can also be shot off just like normal Fragment Class Sentients- this means your Knight can rearm itself with Battalyst Energy Forks, Conculyst Batons, Lekalyst Trident Rifles, etc. Additionally, other Sentients may pick up your Knight’s weapons and use them! To note, your Knight always has the same weapons whenever it appears regardless of whether or not you disarmed it during the previous fight.
Sentient Knights will only stick around for 1 minute. If you can’t kill it in time, or if you run away by extracting, it will escape with a twirl of its mustache and disappear while generating a new Forward Node on the planet.

The Undying Crusade:
Auxiliary Nodes are formed on planets with 7 Forward Nodes whenever the player does not play Sentient Knight Occupied Nodes. Your Knight will take advantage of your absence and spread its influence farther and wider. The rules are as follows:

  • allowing your Sentient Knight to escape causes a new Forward Node to form on the planet you’re playing on
  • playing on a non-Auxiliary, non-Forward or non-Master Node, this will force a Forward Node to be generated on EVERY occupied planet.
  • if the planet has 7 Forward Nodes, an Auxiliary Node is formed instead
  • your Sentient Knight will Rank Up once a planet is completely covered in occupied nodes. Additionally, planets completely conquered by your Knight will cause Adjacent planets to become occupied.

Auxiliary Nodes act exactly the same as Forward Nodes, but with greatly reduced Sentient Spawns (1 to 3), and NO resource theft. Auxiliary Nodes can be distinguished on the Star Chart by a less vivid, light orange version of Forward Node’s effects.
Your Sentient Knight’s rank ranges from 1 to 10. A higher ranked Knight has access to higher damage, health, shields, and armour. Additionally, higher ranked Sentient Knights summon more & higher leveled Sentients into their occupied nodes.

Master Node Modification:
Because they guarantee a Sentient Knight spawn, Master Nodes have additional effects that cause the fight with the Knight to be a bit harder. First off, the time limit is decreased. At the highest difficulty, you have only 20 seconds to try and kill the Knight. At the lowest level of difficulty, the time limit is removed altogether:
Difficulty Level = 7       6       5      4      3      2      1      0
Time Limit =       20     25     30    35    40    45    50    Infinite
On top of this, every 10 seconds your Sentient Knight is healed based on how many living Sentient reinforcements are present. This will force players to deal with adds to make killing the Knight in a timely manner more possible. Additionally, this allows players who lack the ability to damage the Knight (due to damage immunity) the opportunity to help out the rest of the team.

Vanquishing and Rewards:
Killing your Sentient Knight in a mission rewards all players present with Riven Slivers and Universal Syndicate Medallions. The amount of these increases based on a combination of your Knight’s level, the amount of damage immunities its developed, and if applicable, the level of the Master Node.
Defeating your Sentient Knight once and for all grants you two options. The first is to VANQUISH. Your Tenno slays the Sentient Knight and its terrible reign is ended. For this, the player is rewarded with an Evolution Mod Template (details later).
Alternatively, you can EXTRACT DATA (sorry fellas, no converting to an ally). Your Tenno beheads the Knight, keeping its skull as a trophy while extracting valuable info about the Sentient forces on Tau. This grants you a RAZELYST SKULL DECORATION for your Orbiter, and a Sentient Mindlink, a booster that allows you to benefit from double resources from all activities on the Tau Ceti open world. The booster activates as soon as Tau Ceti is available again.
Of course, there is potential room here for additional rewards like weapons, ephemeras, sigils, emblems, etc.

Nowm with all this being said- try generating your own Sentient Knight's title here:
https://dotnetfiddle.net/ei99ql

Simply click the "Run" button on the top toolbar to generate a name. Be sure to share your results if you get a cool one!

 

Edited by Almighty_Jado
The Undying Crusade begins
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QUEST- THE SHADOW OF EREBOS

Spoiler

The Shadow of Erebos quest can be begun by selecting a dialogue option from Komo at the bounty kiosk after completing 1 Tau bounty.

Dialogue Option: “Any special operations?”

Komo: “Not at the moment, Tenno. We just need you to get back on the field, asap. Those blasted robots never tire, so we can’t ever stop pushing back.
...okay, maybe there’s something a little bit interesting to me that you could take a quick look at. Scanners indicate something incredibly bizarre in a cavern just South of us. It appears to be… Orokin. Yeah, that’s right! Not Sentient, but Orokin architectures! I tell you what, get out there and quickly check out what it is- but hurry, we need you back on the front lines as soon as possible.”

QUEST OBJECTIVE: Investigate the Orokin Ruins

The player is directed to the teleport pad and dropped into the open zone, where a waypoint marks the cavern South of the hub.
Once players enter the cavern, the next part of the quest activates.

 

Komo: “What the hell… I can’t believe it. That’s real Orokin structural design right there! Tenno, I’m sure even you can’t doubt this thing. Venture further, I want to figure out exactly what this is!”

QUEST OBJECTIVE: Explore the Orokin Structure
The player is prompted to wander the cavern and inspect the ruins for clues. Eventually, players will find a hole in the Orokin ruins and enter it, revealing the interior of what appears to be an Orokin gunship.

Komo: “No way. A real Aethon- an Orokin Gunship from the Old War. This must have crash landed here during the Orokin’s attempted invasion of the Sentient homeworld. Take a look around, Tenno. There might be something interesting.”

QUEST OBJECTIVE: Hunt for Treasure Inside the Aethon
The player is prompted to explore the interior of the vessel. Eventually, they would stumble across a rusty, corroded vitruvian sitting on an empty seat in the ship’s midsection.

Komo: “A vitruvian, huh? I’ve heard of them… but something tells me you’ve seen one of these yourself, before. Well, take it with you. Bring it home and let’s see if there’s anything interesting.”

QUEST OBJECTIVE: Return to the Hub World
The player must extract and return to the Hub World for the next part of the quest to begin.

 

 

Komo: “Safe and sound, hey? Okay, let’s crack that thing open and take a peek… wonder what it could be?”

Ordis: “Operator! Is that… is that what I think it is? Please, do not bring it back to the Orbiter… last time-”

Komo: “Be quiet you pile of datum! Tenno, first let’s see if we can access its contents without the help of a Cephalon.”

The player’s screen is then transformed into a black and blue (as opposed to black and gold) vitruvian style screen, displaying the image of the Aethon’s blueprint.

Dax Vitruvian: “MAYDAY! MAYDAY! This is Aethon Penjaga- Forty- Three, we’ve been hit on the broadside by Worm Ship cannons! We’re going down! *engine sounds, alarms and explosion sounds drown everything out*”

The player returns to normal vision.

Komo: “It’s… it’s acting as some kind of black box! It must have a whole bunch of information recorded from the Old War on it. Maybe tactics, technology… who knows? Tenno, we must look into the other entries!”

Ordis: “As long as it doesn’t involve the Operator revoking my access to my vestigial precepts, I’d be more than happy to help.”

Komo: “Good, we’re going to need it. (Whisper): between you and me, Tenno, I despise Cephalons. Let’s hope we won’t actually need his help, okay?”

QUEST OBJECTIVE: Return to the Aethon
The player is directed to come back to the Aethon and hunt for more clues.

Komo: “Tenno, we can’t access the rest of the vitruvian’s entries unless we find out the codes. I’m sure if you look around inside the ship, you’ll be able to find something helpful.”

QUEST OBJECTIVE: Find a way to Access the Vitruvian’s Other Entries
The player is once again allowed to explore the ruins of the Aethon, this time searching until they find the back most part of the ship (originally closed off during the first part of the mission). The back room has two Dax soldiers’ skeletons, still in their zero-tech armour, laying on the ground. On the wall are two symbols carved into the ship’s wall, an old, chipped Dragon Nikana embedded at the bottom of the symbols.

Ordis: “Operator- those symbols! They match the vitruvian’s locks. We’ll be able to access the next two entries with those!”

Komo: “That’s great, but we have some slightly pressing matters… radar shows a Sentient convoy directly overhead. Looks like they’re marching towards us. Tenno, take them out!”

QUEST OBJECTIVE: Defeat the Sentient Convoy
The player is directed to attack and kill a small group of Sentient enemies waiting on the surface, above the Aethon’s cavernous resting place. Once defeated, the player is directed to return to the Hub.

Komo: “Thanks, Tenno. Every little bit helps. Now, let’s get back to the interesting things.”

Once the player returns to the hub world, the second vitruvian entry opens up, this time displaying a squad of Dax soldiers.

Dax Vitruvian: “If anyone is out there… we need extraction. We’ve crash landed on Tau Ceti F, and we’ve been fortunate enough to survive impact with minor injuries. We still have our full squad, and the Sentients haven’t detected our presence yet. Seems like they’re focused on the battle in orbit. Hmf. Not much of a battle… they knew, somehow. They were prepared. The moment our first frigates came out of the punch, they were decimated in mere seconds. There’s no technology in the Origin System with that kind of firepower… but these forsaken machines have access to that kind of might, somehow.
Our Aethon is currently hidden. We crashed into a weak point on the planet’s surface, and now our wreckage is buried, so we have that going for us. *sighs*
We have no rations at all, and barely any weapons. We’re voiddamn pilot and gunner Dax, not ground combatants! Please… high command… Tenno… anyone listening, get us out of here.”

The vitruvian disappears and player vision returns.

Komo: “That’s the beginning of a sad story, one hundred percent. I suppose they were pretty safe, considering the Sentients didn’t appear to begin terraforming this planet until very recently. Surface activity was probably low enough for them to explore and survive for a while. Take a look at the next entry, would you? I’m intrigued.”

Dax Vitruvian: “Error. Script chip missing.”

 

The vitruvian’s screen flashes red before disappearing.

Komo: “...what?”

Ordis: “It appears that despite having access to that vitruvian entry, we don’t have the actual data that comprises it. It might’ve been stored in *A PIECE OOOFFFF SCRAA- bzrep- pppp?* an external memory device… Operator, you should return to the Aethon once again! You might be able to find it and gain access.”

Komo: “Very well. Tenno, you heard the cephalon. Let’s see what happened to those poor warriors.”

QUEST OBJECTIVE: Return to Aethon
The player is once more guided to the ruined Aethon.

QUEST OBJECTIVE: Find the Memory Chip
The player is once again prompted to search the ruins of the ship. However, as the player explores, they will find an Orokin Death Orb randomly in the middle of the ship.

Komo: “What in the Void’s name is that doing there? That wasn’t there before, was it? No matter… Tenno you’re strong, move that thing, would you?”

As the player approaches the Death Orb, it transforms into a Sentient Mimic.

Komo: “Oh you’ve gotta be kidding! Damn it, Tenno! They know about this place, and about you. Find that chip and get ready for hostiles!”

Fragment Class Sentients begin to enter the cavern from both ends, attempting to kill the player while searching for the memory chip.
Once the player finds the chip, the next part of the Quest is intiated.

 

Komo: “Cephalon, is that it?”

Ordis: “Yes, now get out of there, Operator!”

 


Komo: “No, wait! There are likely much larger and powerful Sentient waiting for you outside, on the surface! Deal with these smaller ones before going out.”

QUEST OBJECTIVE: Hold out Against the Sentient Attackers
The player is instructed to survival a brief onslaught of Fragment Class Sentients. During this time, if the player gets too close to the entryways of the cavern, they will begin receiving heavy damage from random explosions until they back off.
Once the player has defeated all the Sentients, the next part of the Quest initiates.

Komo: “Sentients down, only a few tougher ones remain. Fight your way out of there!”

 

QUEST OBJECTIVE: Defeat the last of the Sentient Attackers
The player is permitted and pointed to the surface, where an Isalyst and Wollolyst boss, accompanied by some Fragment Class Sentients wait. Once defeated, the player is allowed to extract.

Komo: “Nice work, Tenno. You’re a real force to be reckoned with. If only those poor Dax had you around…”

Once the player returns to the Hub World, the third vitruvian entry plays. This time, the screen displays the Open World’s landscape.

Dax Vitruvian: “I can’t help but shake the feeling that something is watching us. Something dark… but comforting. Not the Sentients, but something else. Like a guardian angel. The others think I might be getting delirious. We’ve been here for nearly a week now… no contact with any allied forces. The sky is dark, absent of the explosions of war that had erupted only days before. We lost, didn’t we?
At least we’ve been able to explore outside the cave. There’s no Sentients roaming the surface. Dalah says he saw some things moving on the horizon… but just like the others see me as crazy… well. I don’t know how much longer we can survive on this hellscape. The air is hard to breathe, the winds are harsh, there’s only the smallest amount of vegetation, and it doesn’t look edible at all.
I- wha? Ibril, what is that thing? NO! GET DOWN! *Sentient humming, lasers, and gunshots ring out before the entry is cut off.*”

Komo: “Oh… oh my. That undid them, didn’t it? It wasn’t long before those bloody beings found them and wiped them out, was it? They’re savage. They look so civilized with their structures and technology, but at their core they’re nothing but monsters.”

Ordis: “Perhaps that wasn’t the end of those Orokin soldiers! There’s one last entry, but it’s locked! *PERHAPS IT’S THEIR F-brzzzzp- UNERAL?!* There must be a third glyph somewhere to unlock it.”

Komo: “Excellent! Tenno, return to the-”

Ordis: “Actually, if I may interrupt- there are coordinates hidden behind a couple datastreams within this device. I’ve been picking them up as you’ve listened to the entries, Operator. They make out coordinates, ones that match this planet.”

Komo: “Alright, whatever you say. Tenno, why don’t you head for the coordinates? Find out what in the Void happened to these Dax.”

QUEST OBJECTIVE: Head to the Vitruvian’s Coordinates
The Tenno is once again led into the open zone, but this time a waypoint is placed at a small cave to the bottom right of the map, just north of the Sentient Bunker’s cave.

 

 

Ordis: “I’ve placed a waypoint based on those coordinates, Operator. Be safe.”

Komo: “Try to avoid being spotted, would you, Tenno? If you can avoid drawing attention to yourself, you may be able to investigate this thing more easily.”

Once the players arrive at the cave and enter it, they are met with a peculiar sight: the side of an entire Tenno Orbiter is sticking out of the rocks.

Komo: “This is crazy. A Tenno ship crash landed here as well? I didn’t think that very many even made it into this assault. Well, I’m sure you’re as intrigued as I am, Tenno- search that ship!”

QUEST OBJECTIVE: Investigate the Old Orbiter
The Player will find a hole blasted into the side of the Tenno Orbiter, allowing them to jump through and enter the interior of the Orbiter Compartment. The wreckage within disallows the player from travelling up the ramp to the Lander Compartment, or down the back ramp to the Infirmary, Personal Quarters or Somatic Link.

 

 

Ordis: “This is strange, isn’t it? It’s very dark, Operator… Ordis wishes he could turn on the lights!”

Komo: “Is everything okay, Tenno? Y-your signal is b- king u-” *static*

The Tenno’s flashlight goes out at this point, leaving them in total darkness. However, in this darkness, another Glyph corresponding to the vitruvian begins to glow in white on the wall. After the player stares at it long enough, it flashes and disappears, and the player’s flashlight comes back.

Komo: “Oh, thank goodness, Tenno! I thought the Sentients found their way past our radar’s failsafes. What happened?”

Ordis: “Operator, you found the last vitruvian glyph!”

Komo: “Well, how about that! That’s great… strange, too, but I’ve seen many a strange thing lately. Maybe the vitruvian will explain the Aethon and Orbiter! RTB, Tenno, and let’s put an end to this mysterious story.”

QUEST OBJECTIVE: Return to Hub
The player is tasked with returning to the hub world, but as soon as they leave the Orbiter’s cave, a wave of Sentients descend upon the player! Surprise attack!

 

 

Komo: “Tenno?! Oh no… TENNO! WEAPONS UP! You got incoming! My Void.... there’s a lot of them.”

 

 

QUEST OBJECTIVE: Survive the Sentient Ambush
A large amount of Carrier Class Sentients and Fragment Class Sentients are found to be waiting for the player, and an endless amount of reinforcements continue to converge on the player’s location. If the player attempts to escape the area, they will be knocked backwards with a powerful explosion, keeping them trapped.

Ordis: “Operator, air support is incoming. I’ve had these in storage for a long time… I suppose now is better than ever to use them!”

Ordis drops 3 turrets and 3 healing station air support charges into the area to aid the player. For this specific mission, the Sentry Turret Support Charges reset Sentient Damage Resistance.

 

 

Komo: “I’m not going to leave you inside that mess, Tenno! Cephalon, bring me to your operator so I can help him.”

Ordis: “It will be a bumpy ride… airspace is looking rough. With all the *DEATHHH… brrrr…* er, weapon fire.”

Komo: “No man, Tenno or not, left behind!”

The roar of a Tenno ship is heard, and Komo appears as a Tenno operative on the battlefield next to the Tenno.
Komo is equipped with a Latron, and also has the ability to reset Sentient Damage Resistance with every shot he takes.
Komo gains damage reduction the lower health he gets, meaning he cannot be killed.

 

 

Komo: “Running out of ammo here, Tenno! There’s so Voiddamn many of them!”

The player must survive 2 minutes of endless Sentient enemies alongside Komo and Ordis’ air support charges. After the two minutes pass, a sudden black cloud roars into view, surrounding the area the player has been confined to.

Komo: “Tenno… what’s… what is that?!”

Out of the cave bursts forth an Erebos specter mounted on a Deedsarus Varakira. He is armed with his Aphotus sword and begins to attack the Sentients alongside the player.

Komo: “It’s… helping us?”

Ordis: “It has a transference signal, Operator! It’s no specter at all, nor is it like the other sentient Warframe we encountered. It’s… it has an Operator! I’ve never seen such a Warframe model before- perhaps it’s an older one?”

Komo: “What in the Void is it riding though?!”

 

 

Erebos: “Hhhhh… defend…. Honor….”

The player must survive an additional 1.5 minutes of Sentient attack at this point. Once the time is up, new Sentients stop spawning. Once all the existing Sentient attackers have been defeated, the next part of the quest initiates.

Komo: “Hahaaa! Run away, you dastardly robots!”

Ordis: “Operator? You survived! Both of you… and.... Err… who are you?”

Erebos: “Revenge… save…”

Komo: “What are you talking about, Tenno? Did you crash land during our operations?”

Erebos: “Long… war… soldiers… avenged....”

 

 

The Erebos dismounts its Varakira and kneels.

Erebos: “I… end… now… take… memory… use…”

The player gains the option to ‘touch’ the Warframe. Once they do, the Erebos’ lights fade and the Warframe collapses. The Varakira whinnies before also collapsing.
The player acquires the EREBOS WARFRAME BLUEPRINT once they touch.

Ordis: “Wait! I never got to meet your cephalon!”

Komo: “Did he just… die? Tenno, I don’t know what happened here today, but whoever that was… they saved us. Let’s head back to base and look at the vitruvian. Maybe we’ll get an answer.”

With the immediate Sentient presence gone, Ordis bring the Landing Craft into Orbit to extract both the player and Komo.

 

The vitruvian opens up again, this time displaying an image of Erebos. The colouring is now white and black instead of blue and black.

Dax Vitruvian: *coughing* “I… I made it back… by the emperors… I’m the only one left…
Everything went bad so fast. I could barely blink. I… my head… ugh, we were found by the Sentients. We had to make a run for it. Ibril, Larkel… they were all killed on the spot. We crossed this voidforsaken planet and found something incredible… something that saved us. A Tenno. Our guns were empty, our swords broken… but this Tenno created new weapons for us to wield. Ones that we used to fight back against the Sentients, alongside the Tenno. He must have crash landed here too, somehow. We couldn’t win though… soon enough, even the Tenno fell, my allies fell. I can’t remember what happened… everything… so dark…
Maybe I was a coward and ran. All I know is that I made it back to the Aethon, alive… for now at least. One of my arms is missing, its severed flesh charred and scorched. It hurts… but so does everything else. I think the air is poisonous… my lungs feel the way my wretched stump looks. I won’t survive this planet for much longer, and I doubt Dax High Command is coming… if you hear this message, I can only hope that you are faring better than me and my allies. If you’re that Tenno who saved us… thank you. And if you’re a Sentient, may your soul be trapped within the Void for eternity.”

Komo: “That’s… it?”

Ordis: “The vitruvian is completed. That was it. Operator, you obtained that Warframe’s blueprint, didn’t you somehow? Perhaps you can recreate it if you get the proper materials.”

Komo: “Well, hold up there, Cephalon! We need this Tenno back into the action yesterday. As much as I’m unsatisfied with the late Dax’s tale, we need to all move past this adventure and get to work!”

Ordis: “Hmm. Very well. Operator, you can hunt for this Warframe’s parts while fighting the Sentients, I’m sure!”

Komo: “Hey Tenno? One last thing for you- I managed to snag this off of that horse-thing back there. Maybe you’ll find a way to use it? I’ve never seen that kind of Tenno technology before, but if you can find a way to use it, maybe it’ll give us the edge to make this invasion successful.”

At this point, the quest is completed. Completion awards the player with the VARAKIRA VOID GATE.

Ordis messages the player with one last piece of information after the player exits the Quest Completed screen.

Ordis: “Varakira… Operator, these seem to be some kind of Orokin-era, genetically engineered warhorse! My foundry *IS USE-LESSSZZZZZ*... is unable to fabricate such large and complex things on its own. Perhaps you can use DOJO LABS to replicate the blueprints for them.”

The player will also be able to see a statue of the Erebos from the Quest riding his Varakira in the middle of the hub world after completing the Quest.

For more details on Erebos, visit:

 

ENEMIES:

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ENEMY HEALTH TYPE ADDITIONS/CHANGES

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Due to the massive addition of Sentient enemies, it would only be appropriate that new health, armour and shield types become available for them to use. Here's a list of all the new Health types alongside resistances and weaknesses that correspond to each.
NOTE: Eidolons will gain the "Eidolon Bone" armour type, which would mirror the alloy armour already given to them. This would mean that the new health types will not affect Eidolon hunting in any way. Additionally, the health and armour types for Battalysts and other preexisting Sentients remains unchanged from a statistical standpoint.

Morphcircuit: +25% Puncture bPuncture, -25% Slash bSlash, +50% Electricity bElectricity, -25% Toxin bToxin, +25% Radiation bRadiation
=== +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b

Tau Transistor: +15% Heat bHeat, +50% Blast bBlast, +25% Corrosive bCorrosive, -75% Viral bViral, -50% Puncture bPuncture
=== +Heat b ++Blast b +Corrosive b ---Viral b --Puncture b

Endoskeleton: +50% Impact bImpact, +15% Slash bSlash, +15% Viral bViral, -20% Cold bCold, -20% Magnetic bMagnetic
=== ++Impact b +Slash b +Viral b -Cold b -Magnetic b

Carmine Armour: +50% Puncture bPuncture, -15% Slash bSlash, +25% Toxin bToxin, -25% Blast bBlast, +75% Corrosive bCorrosive
=== ++Puncture b +Toxin b +++Corrosive b -Slash b -Blast b

Arcane Plating: -25% Magnetic bMagnetic, -20% Radiation bRadiation, -15% Electricity bElectricity, +50% Gas bGas, +90% VoidTearIcon bVoid
=== ++Gas b +++VoidTearIcon b -Magnetic b -Radiation b -Electricity b

Exoskeleton: +15% Puncture bPuncture, +25% Magnetic bMagnetic, +15% Electricity bElectricity, -30% Slash bSlash, -25% Corrosive bCorrosive
=== +Puncture b +Magnetic b +Electricity b --Slash b -Corrosive b

Ether Shield: +50% Impact bImpact, -20% Puncture bPuncture, +50% Cold bCold, +75% Magnetic bMagnetic, -25% Radiation bRadiation
=== ++Impact b ++Cold b +++Magnetic b -Puncture b -Radiation b

Empyrean Shield: +50% Impact bImpact, +75% Magnetic bMagnetic, -50% Viral bViral, -15% Puncture bPuncture, -15% Blast bBlast
=== ++Impact b +++Magnetic b --Viral b -Puncture b -Blast b

Colossus Shield: +100% Magnetic bMagnetic, -20% Blast bBlast, -15% Impact bImpact, -20% Electricity bElectricity, -20% Heat bHeat
=== ++++Magnetic b -Blast b -Impact b -Electricity b -Heat b

FRAGMENT CLASS SENTIENTS
Fragment Class Sentients are created along a familiar guideline. Battalysts, Mimics, and Conculysts are all examples Fragment Class Sentients.

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SENTIENT BATTALYST

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latest?cb=20151204180347
Info:
Battalysts are Sentient combat drones. Capable of firing explosive projectiles and unleashing large clusters of omnidirectional lasers, Battalysts specialize in ranged combat.
Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Armour= Carmine Armour: ++Puncture b +Toxin b +++Corrosive b -Slash b -Blast b
-The Battalyst's main method of attack is to fire explosive Electric orbs with their tuning fork-like arms, dealing heavy damage. These energy forks can each focus on a different player, allowing Savalysts to focus down two players at once.
-As a Sentient, the Battalyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Battalysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-When near other Fragment Class Sentients, they can use their own version of Link amongst themselves which communally splits the damage they take to each other. Any damage adaptations that the host Sentient develops while linked will also be transferred over to the Sentient recipients (assuming the linked Sentients have Adaptive Defenses).
-Battalysts can release a blue orb that unleashes an omnidirectional laser beams that deal heavy Radiation damage, similar to Mirage's Prism. Small but dangerous explosions will occur around the point of contact with the lasers and the ground.
-Sentient arms are interchangeable. A Battalyst can pick up and use any combination of other Fragment Class Sentient arms. Battalysts will retain their Prism ability. Sentient arms will only despawn after an extended period of time.
-The Battalyst's arms can be removed by shooting them, or with  Loki 's  Radial Disarm . It is possible to remove both of their arms rendering them unable to attack normally, though this does not bar them from using their prism attack. They may occasionally abandon the battle to retrieve their arms one at a time, typically after using their special attack.
-A Sentient core will be dropped when a Battalyst is destroyed. If a nearby Sentient is present, it will proceed to obtain the core to fully replenish their health and shields. Otherwise, it will self-destruct after some time has passed after a time out of battle the Battalyst will regenerate its arms and most of its health. A Tenno can also pick up a Sentient core, where it will fully recover their health, shield and energy.

SENTIENT CONCULYST

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latest?cb=20151204180347
Info:
Conculysts are Sentient combat drones specialized for melee combat, capable of performing agile, heavy strikes, and forming an offensive whirlwind with their baton-arms alone.
Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Armour= Carmine Armour: ++Puncture b +Toxin b +++Corrosive b -Slash b -Blast b
-The Conculyst's main method of attack is to charge at a Tenno with their baton-arms, dealing high Impact damage.
-As a Sentient, the Conculyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Conculysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-When near other Fragment Class Sentients, they can use their own version of Link amongst themselves which communally splits the damage they take to each other. Any damage adaptations that the host Sentient develops while linked will also be transferred over to the Sentient recipients (assuming the linked Sentients have Adaptive Defenses).
-Conculysts can perform a whirlwind attack around themselves that will inflict heavy Impact damage and knockdown a Tenno. They are completely invulnerable to damage when doing this. The whirlwind hits once every second. The loss of arms does not seem to keep the Conculyst from performing this ability; however, losing both arms significantly reduces the effectiveness, as only contact with the arms or main body will actually cause any damage.
-Sentient arms are interchangeable. A Conculyst can pick up and use any combination of other Fragment Class Sentient arms. Conculysts will retain their Whirlwind ability. Sentient arms will only despawn after an extended period of time.
-The Conculyst's arms can be removed by shooting them, or with  Loki 's  Radial Disarm . It is possible to remove both of their arms rendering them unable to attack normally, though this does not bar them from using their prism attack. They may occasionally abandon the battle to retrieve their arms one at a time, typically after using their special attack.
-A Sentient core will be dropped when a Conculyst is destroyed. If a nearby Sentient is present, it will proceed to obtain the core to fully replenish their health and shields. Otherwise, it will self-destruct after some time has passed after a time out of battle the Conculyst will regenerate its arms and most of its health. A Tenno can also pick up a Sentient core, where it will fully recover their health, shield and energy.

SENTIENT MIMIC

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Info:
Mimics take the form of normal environmental objects to catch enemies off guard.
Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Armour= Carmine Armour: ++Puncture b +Toxin b +++Corrosive b -Slash b -Blast b
-Mimics are the weakest of Fragment Class Sentients, so they keep their distance. Their habit of retreating, disappearing, and ambushing might be a major nuisance when they are supported by other Sentient types.
-Mimics are equipped with an energy ray gun that deals medium damage.
-As a Sentient, the Mimic has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Conculysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-When near other Fragment Class Sentients, they can use their own version of Link amongst themselves which communally splits the damage they take to each other. Any damage adaptations that the host Sentient develops while linked will also be transferred over to the Sentient recipients (assuming the linked Sentients have Adaptive Defenses).
-Mimics disguise themselves as environmental objects such as Storage Containers, resources, consoles, Ayatan Sculptures, etc. staying still until a player approaches, where they will reveal themselves to attack. When their health drops low enough they will attempt to flee and hide in order to reactivate their disguise.
-Sentient arms are interchangeable. A Mimic can pick up and use any combination of other Fragment Class Sentient arms. Mimics will retain their shapeshifting ability. Sentient arms will only despawn after an extended period of time.
-The Mimic's arms can be removed by shooting them, or with  Loki 's  Radial Disarm . It is possible to remove both of their arms rendering them unable to attack normally. They may occasionally abandon the battle to retrieve their arms one at a time, typically right before returning to hiding.
-A Sentient core will be dropped when a Mimic is destroyed. If a nearby Sentient is present, it will proceed to obtain the core to fully replenish their health and shields. Otherwise, it will self-destruct after some time has passed after a time out of battle the Mimic will regenerate its arms and most of its health. A Tenno can also pick up a Sentient core, where it will fully recover their health, shield and energy.

ERADILYST

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CodexDecayingBattalyst
Info:
Sentient digital avatars that can harm players inside datascapes.
Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Shield= Ether Shield: ++Impact b ++Cold b +++Magnetic b -Puncture b -Radiation b
-Eradilysts fire weak energy orbs that deal low damage, but are capable of nullifying duration based or toggled Warframe buff abilities.
-Eradicysts do not move, and cannot adapt to any damage. Eradilysts take 5 hits to destroy, regardless of damage.
-they are spawned by Zordalysts while players are inside the its datascape.

VUKOLYST

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Vukolyst by AlmightyJado

Info:
Vukolysts are demi-Sentients created and puppeteered by Portalysts. These enemies aren't incredibly powerful, but can deal quite a bit of damage if they are allowed to build up and keep attacking.
Gameplay:
Health= Endoskeleton: ++Impact b +Slash b +Viral b -Cold b -Magnetic b
Armour= Exoskeleton: +Puncture b +Magnetic b +Electricity b --Slash b -Corrosive b
-Vukolysts are primarily melee based attackers, and will opt to attack with melee strikes majority of the time. They can warp-dash short distances to strike at Tenno who are just out of range.
-Vukolysts also have a powerful ranged laser beam attack which they will use if a Tenno evades their melee strikes enough. The Vukolyst will begin to glow a bright blue while "charging up" for 2 seconds before unleashing a laser beam that deals puncture damage with guaranteed proc chance. The laser lasts for 5 seconds, and will tick for damage 5 times every second.
-Vukolyst arms are interchangeable. A Vukolyst can pick up and use any Fragment Class Sentients' arms. To note, the Vukolyst's inherent arms do not drop and cannot be used by other Fragment Class Sentients. Sentient arms will only despawn after an extended period of time.

SENTIENT LEKALYST

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Sentient Lekalyst [UPDATED] by AlmightyJado

Info:
The Lekalyst is a combination melee and ranged enemy. They act as guards at Sentient outposts and space stations, using their Trident Rifle to shoot 'n skewer any foes they come across. Lekalysts are not as deadly as Battalysts when it comes to ranged attacks, and are not as adept at close range fighting as Conculysts are. Instead, Lekalysts are a combination of decent ranged AND melee combat.
Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Armour= Carmine Armour: ++Puncture b +Toxin b +++Corrosive b -Slash b -Blast b
-Lekalysts' heads are located in a similar location as Battalysts' and Conculytsts'. However, it is protected by a silver 'face mask' that nullifies the first 3 headshots before breaking off to expose its head.
-Lekalysts can stab at nearby Tenno using their Trident Rifles dealing puncture damage
-Lekalysts can fire three-round bursts at Tenno outside of their melee range, dealing impact damage.
-Lekalysts will continually move forward while using ranged attacks in order to get into melee range. They will not seek cover under any circumstance.
-Lekalysts' primary movement consists of walking, unlike Conculysts and Battalysts which hover most of the time.
-Lekalysts can levitate a few feet off the ground and hover-strafe horizontally quickly to dodge shots from players or catch them by surprise with a sudden positional shift.
-The Lekalyst's arms can be removed by shooting them, or with Loki's Radial Disarm. It is possible to remove both of their arms rendering them unable to attack normally, though this will force the Lekalyst to resort to firing photon orbs out of its shoulder mounted cannons. Photon orbs deal medium heat damage. They may occasionally abandon the battle to retrieve their arms one at a time, typically after using their photon orb cannons.
-As a Sentient, the Lekalyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Lekalysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-unlike Battalysts and Conculysts, Lekalysts CAN be affected by ragdolling, movement impairing abilities, and status effects.
-Lekalyst arms are interchangeable. A Lekalyst can pick up and use any combination of other Fragment Class Sentient arms. Sentient arms will only despawn after an extended period of time.
-When near other Fragment Class Sentients, they can use their own version of Link amongst themselves which communally splits the damage they take to each other. Any damage adaptations that the host Sentient develops while linked will also be transferred over to the Sentient recipients (assuming the linked Sentients have Adaptive Defenses).
-A Sentient core will be dropped when a Lekalyst is destroyed. If a nearby Sentient is present, it will proceed to obtain the core to fully replenish their health and shields. Otherwise, it will self-destruct after some time has passed after a time out of battle the Lekalyst will regenerate its arms and most of its health. A Tenno can also pick up a Sentient core, where it will fully recover their health, shield and energy. A Tenno can also pick up a Sentient core, where it will fully recover their health, shield and energy.

SENTIENT SAVALYST

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Info:
The Savalyst is a Sentient heavy ground unit that bears high armour and powerful long range attacks. It is also capable to increasing the damage resistance of other ground-based Sentients. Deciding whether or not to focus these tanky, powerful marksmen Sentients is a tough decision- they're not easy to kill, but they also can rack up tons of damage from afar if not taken care of! They are armed with energy forks and electricity-shooting antennae.
Gameplay:
Health= Tau Transistor: +Heat b ++Blast b +Corrosive b ---Viral b --Puncture b
Armour= Arcane Plating: ++Gas b +++VoidTearIcon b -Magnetic b -Radiation b -Electricity b
-Savalysts try to avoid melee encounters with Tenno, constantly backing up if players are too close.
-Savalysts' main method of attack is to fire explosive electric orbs with their tuning fork-like arms, dealing heavy damage. These energy forks can each focus on a different player, allowing Savalysts to focus down two players at once. Note: Savalysts have a three pronged energy fork on their left arm, allowing them to shoot two orbs at once; players targeted by this arm are susceptible to higher amounts of damage. Be wary!
-The Savalyst's arms can be removed by shooting them, or with Loki's Radial Disarm/Nyx's abilities. It is possible to remove both of their arms rendering them unable to attack normally, though this does not bar them from using their energy discharge abilities (see below). They may occasionally abandon the battle to retrieve their arms one at a time. Savalysts can, of course, pick up other Fragment class Sentient arms if removed, and other Sentients can pick up its own if removed.
-The Savalyst cannot adapt to damage types. Instead, everytime it takes 20% of its health as damage, it stores an elemental 'charge' within its center, which can be seen as a glowing core. The Savalyst will then transfer this energy over its head, where it is held between the 'halo'. Savalysts can store 2 charges at once; one in its core, and one in its halo.
-Savalysts can discharge the energy ball in its halo at a nearby Fragment Class Sentient, instantly causing that unit to gain resistance to that damage type. The Savalyst can only discharge its energy at a Sentient that lacks resistance to that damage type.
-If there are no suitable targets for the Savalyst to grant adaptation to, it will discharge its energy at the player if they come too close. This deals medium damage with a guaranteed proc of the damage type against the player.

SENTIENT RAMPARTS

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Sentient_Ramparts.png

Info:
These Sentient turrets are stationary devices designed to bombard Tenno or other foes within range until they must back off. Alone, they cannot act, but a Sentient may sacrifice itself to breath life into one of these potent killing machines.
In order from left to right, these are the Neburo, Astorith and Quasar turrets. Turrets are located on the outskirts of Sentient Fortresses and Strongholds.

Gameplay:
Health= Object
-any Fragment class Sentient may activate these otherwise inactive Sentient structures by permanently fusing with them.
-Fragment class Sentients fuse with turrets by folding up (like how Battalysts do when using their omnidirectional lasers) and entering into a slot at the back of the rampart.
-Ramparts can only be damaged by attacking the slot where the Sentient fuses to it- they have very slow turning speed, so players can easily maneuver to the back of it (at least if they aren't being targeted and attacked by other Sentients)
-Players cannot enter and use these turrets under normal circumstances
-all turrets have two attacks, reserved for players at different ranges
-Neburo turrets can fire energy bolts at players that deal Puncture damage, with an effective range of 30 to 50 meters. Energy bolt firing rate spools up from 2 rounds per second to 20 rounds per second over the course of 10 seconds.
-Neburo turrets can also fire grenades from the underbarrel, dome-shaped launcher attached to the main weapon. Grenades are launched in bursts of 4, and deal medium Impact damage on collision with a player. After 5 seconds, the grenades will begin to glow brighter before exploding, each dealing high Radiation damage and staggering all players in the blast radius (5 meters). Neburo turrets will fire grenades at players 10 meters away or closer.
-Astorith turrets focus a powerful sonic beam at players within 10-30 meters away, dealing consistent Blast damage over time.
-Astorith turrets can also unleash a sonic wave in a frontal radius of 10 meters, dealing Blast damage to all players caught in it. Additionally, it knocks players on the ground while simultaneously pushing them back 8 meters.
-Quasar turrets can charge up a powerful laser orb over the course of 5 seconds before firing it at players from 10-60 meters away. The Orb deals Magnetic damage while also applying a Corrosive effect.
-Quasar turrets can also extend the "mandibles" inside its "mouth" to chomp on players within 10 meters, dealing medium Slash damage and applying Slash effects.
-to note, all turrets can aim in full 360 lateral degrees, but can only aim 45 degrees up or down, meaning players at a high or low enough altitude will unable to be targeted by the turrets
-as the main part of the turret floats overtop a 'base' embedded in the ground, destruction of it will cause the base to reform a new turret after a period of time.

 

AUTOMATON CLASS SENTIENTS
Sentients that do not conform to the same form as Fragment Class Sentients. These Sentients are not necessarily more powerful, but are much more specialized in terms of their designs.

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ISALYST & RANJALYST

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isalyst_and_ranjalyst__updated__by_almig

Info:
The Isalyst is a quadruped, heavily armoured Sentient machine that plods slowly through the battlefield, soaking up and shrugging off damage. It is equipped with a powerful antimatter mortar capable of ravaging squads with a single shot.
The Ranjalyst is a small, hovering Sentient drone deployed by Isalysts. Ranjalysts act as spotters for Isalysts.
Gameplay:
RANJALYST:
Health= Tau Transistor: +Heat b ++Blast b +Corrosive b ---Viral b --Puncture b
Shield= Ether Shield: ++Impact b ++Cold b +++Magnetic b -Puncture b -Radiation b
ISALYST:
Health= Endoskeleton: ++Impact b +Slash b +Viral b -Cold b -Magnetic b
Shield= Colossus Shield: ++++Magnetic b -Blast b -Impact b -Electricity b -Heat b
Armour= Exoskeleton: +Puncture b +Magnetic b +Electricity b --Slash b -Corrosive b
-Isalysts have low health, but are immune to all status effects, and have incredibly high armour values, and also come with a very large shield
-Isalysts will always try to summon a Ranjalyst if it does not have one associated with it. If its Ranjalyst is destroyed (and they are easy to destroy), it will take 15 seconds for it to deploy another one. Isalysts deploy Ranjalysts by opening up its 4 "faceplates". This is its weakness: Isalysts' shields are deactivated during this time, and shooting one inside its faceplates ignores all of its armour.
-Ranjalysts can fly up to 300 meters away, and can target Tenno up to 100 meters away. If a Tenno is targeted by a Ranjalyst, its associated Isalyst will begin rapidly firing mortar shots on the Tenno's location (with an effective range of 400 meters). Mortar shots deal high radiation damage in a 20 meter radius. Mortar shots travel slower the farther away from the Isalyst the players are; the closer to the isalyst you are, the lower the trajectory of the projectiles, and they will approach you faster. Mortar shots glow a bright blue in the sky, so they can be easily seen but will cause a lot of troubles if players are not paying attention. Similar to Grineer mortars in the Plains of Eidolon.
-Isalysts can use a stomp move similar to the Jackal's attack if players are nearby. Each stomp creates a shockwave that expands outwards quickly, knocking players down and away.

SENTIENT KINOLYST

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kinolyst_visual_update.png

Info:
Kinolysts are high-flying, Sentient gunships that drop powerful photon bombs on enemies. They were often deployed ahead of advancing Sentient ground troops to punch holes in Orokin and Tenno defenses.
Gameplay:
KINOLYST:
Health= Endoskeleton: ++Impact b +Slash b +Viral b -Cold b -Magnetic b
Shield= Colossus Shield: ++++Magnetic b -Blast b -Impact b -Electricity b -Heat b
Armour= Carmine Armour: ++Puncture b +Toxin b +++Corrosive b -Slash b -Blast b
-Kinolysts' armour and shields are too thick for players to damage directly. Instead, players must aim and and destroy the six 'fins' splayed out at its sides. Once all 6 fins are destroyed, the Kinolyst will lose control of its ability to fly and coming crashing into the ground in a mighty display of destruction!
-Kinolysts launch ballista-like bolts of energy from their abdomens which fall vertically downwards upon Tenno. A marker appears on the ground in order to warn players of the impending bomb, similar to Grineer Orbital Bombardment (from Vay Hek's and Kela de Thaym's boss fights) as well as Corpus Orbital Bombardment (from Ambulus boss fight). Upon contact with a Tenno, or a surface, the bomb will explode, dealing blast damage, while also firing laser beams horizontally from ground zero, akin to a form of shrapnel. The lasers deal small amounts of Radiation damage.
-Kinolysts can also launch 5-round bursts of homing energy bolts from their abdomens. They will use this as an attack when players are not in range of their photon bomb attack- whether the players are in archwings, or just too far away to be hit with the bombs.
-Kinolysts can absorb Sentient energy cores to heal one of their 'fins' back to full health. They cannot heal destroyed fins.

SENTIENT CERBELYST

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Cerbelyst by AlmightyJado

Info:
Cerbelysts were designed as hound-like storm troopers. They would rush straight at Dax soldiers during the Old War, causing panic and distraction while the more ranged-based Sentients could lay waste to their enemies from afar. On Tau, players will face a similar situation; the in-your-face assault from these four-legged monsters while Lekalysts and other Sentients peg you from the backline. Orokin records also spoke of Cerbelysts' ability to fuse together into a larger and greater threat.
Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
-Cerbelysts have the same attack and behaviour patterns as Feral Kubrows and Drahks. Their design is meant to fit on the same skeleton.
-Cerbelysts have low health and don't deal massive damage on their own, but can become a significant threat if you let enough of them chase you down.
-Cerbelysts have very high movement speed, with a top speed of 2.50, making them very hard to shake.
-As a Sentient, the Cerbelyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of their glowing 'tail' changes colour to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Cerbelysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-Cerbelysts will fuse together to form a Lupulyst if the following criteria are met: there is more than 1 player in the squad, and there are at least 10 Cerbelysts within 100 meters.

SENTIENT JEKELYST

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Jekelyst Final by AlmightyJado

Info:
The Jekelyst is a small, elusive and fast Sentient that giddily hops around the Open Zone without a care in the world. They act as messangers and drones for larger Sentients, collecting and transporting information in regards to the synthetic environmental systems the residents of Tau have instated.
Gameplay:
Health= Tau Transistor: +Heat b ++Blast b +Corrosive b ---Viral b --Puncture b
Shield= Ether Shield: ++Impact b ++Cold b +++Magnetic b -Puncture b -Radiation b
-Jekelysts move and behave similarly to rabbits- or even Kuakas on the Plains of Eidolon. They move around slowly and idly until alerted to player presence.
-upon being alerted, a Jekelyst will begin to hop away from players as fast as they can
-if Jekelysts begin to take too much damage, they can phase shift into a ghostly form for a few seconds, gaining the ability to glide across the ground at a high speed
-Jekelysts have a chance to claw at nearby players if they get cornered or if a player remains nearby it for long enough. Players that get clawed are staggered momentarily and receive a Puncture proc, as well as light damage
-Jekelysts cannot adapt to damage types, but can adapt to debuff-based Warframe abilities at a high rate: each subsequent use decreases duration of abilities by 40% linearly down to 5%
-Jekelysts cannot be scanned by Synthesis scanners or Codex scanners
-once successfully killed, Jekelysts will drop a large payload of resources, including Orokin Cells, Demonite, Shatterite, Tellurium, Fell Argon, and Sentient Cores.
-skilled players can shoot off the limbs of the Jekelyst by aiming at their 4 glowing Synovias. Destroying a Synovia decreases the Jekelyst's hopping speed by 25% each. Once all of the Jekelyst's limbs have been shot off, it crumbles to the ground, immobilized.
-once immobilized, the Jekelyst drops an even greater amount of resources, and has a higher chance to drop Sentient Zaw grips. Additionally, players may scan immobilized Jekelysts to not only add the unit to their Codex, but also unlock an 'Envirodata Fragment', which will essentially be the lore entries for the Legion of Tau. Envirodata Fragments will reveal the story of what the Sentients have been doing, as well as lore information pertaining to the environment and other structures on Tau.
-only one Jekelyst may be alive at once in the entire Open Zone. Once that Jekelyst has been killed, there is a 1% chance every 5 minutes for a new Jekelyst to respawn somewhere in the Open Zone.

ETEKALYST

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Etekalyst by AlmightyJado
Info:
Sentient Etekalysts are stored inside Gafralysts' levitating, back-mounted Hives. They swarm through the air, bombarding Tenno with laser bolts before suicide bombing them.
Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
-Etekalysts spawn from Gafralysts every 5 seconds
-There is a maximum of 10 Etekalysts per Gafralyst at a time
-Etekalysts fly through the air  at high speeds. Their flight patterns comprise of a 'figure-8': one loop around their Gafralyst progenitor, one loop around the player they are targeting, and repeat.
-Etekalysts fire laser projectiles at players that deal very light amounts of puncture damage
-Etekalysts can fire up to 50 lasers before 'running out of energy'
-Etekalysts that have run out of energy turn around and target a player, swiftly divebombing them to deal medium magnetic and radiation damage
-Etekalysts have no armour, no shields, and low HP, meaning their primary line of defense is their fast movement
-Etekalysts destroyed using Operators explode, dealing their divebomb damage in an area of effect around themselves to nearby Sentients

SENTIENT VACULYST

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Vaculyst by AlmightyJado

Info:
A powerful heavy Sentient that has been switched from its original terraforming designation to a Tenno killer. Equipped with a potent Vorticibus gravity cannon, which utilizes scaled-down Ferrolyst technology to form potent, damaging gravitational singularities.
Gameplay:
Health= Tau Transistor: +Heat b ++Blast b +Corrosive b ---Viral b --Puncture b
Armour= Exoskeleton: +Puncture b +Magnetic b +Electricity b --Slash b -Corrosive b
-Vaculysts move at a medium speed thanks to their three legs, which allow them to traverse terrain with ease
-Vaculysts have medium health and high armour
-they are heavy units, meaning they aren't extremely rare, nor are they extremely common. They appear with relatively high frequency in higher-level areas of Tau
-Vaculysts use their main gravity cannon to launch projectiles that form scaled-down gravitational anomalies (like the ones found in Sorties or ESO). Players struck by these projectiles take medium Magnetic damage on impact, and then damage per second if they remain in contact with the singularity. Singularities tug on nearby players and can also be destroyed, in the same manner as naturally occurring ones.
-Vaculyst singularities last 10 seconds before fading from existance
-Vaculysts are also equipped with energy mortars in their skulls. This allows them to engage players up to 300 meters away in the same manner as Isalysts.
-Vaculysts can project a shield using their other arm. This shield covers the Vaculyst from head to toe vertically, but horizontally only covers a third of the Sentient
-10% of all damage absorbed by the shield is added to the Vaculyst's next mortar strike or singularity projectile
-As a Sentient, the Vaculyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Vaculysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.

 

TITAN CLASS SENTIENTS
Titan Class Sentients are large, powerful (and typically less common) opponents for the Tenno. They usually require a heightened level of coordination, teamwork and strength to take down.

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SENTIENT FERROLYST

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ferrolyst_rework_.png

Info:
The Ferrolyst is an ancient, dirt covered Sentient that spends most of its time buried underground, in a hibernating state. These huge Sentients were once used for the original Terraforming of the planets in Tau's system, intended for precisely altering the landscape in small areas. Their potent abilities to change gravity by changing the density of the ground, change air temperature, and other environmental aspects make them incredibly powerful Sentients in combat.
Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Armor= Carmine Armour: ++Puncture b +Toxin b +++Corrosive b -Slash b -Blast b
Shield= Ether Shield:++Impact b ++Cold b +++Magnetic b -Puncture b -Radiation b
-Ferrolysts usually remain buried underground, with only the 4 "prongs" on top of its main carapace exposed. If enough Sentients are killed nearby the prongs, the Ferrolyst will 'awaken,' causing the ground to begin to rumble violently, with glowing cracks forming in the ground. After 10 seconds, the ground erupts, dealing massive damage to any Tenno caught in the area as the Ferrolyst emerges onto the surface.
-Ferrolysts have 3 combat stages, similar to Eidolon bosses.
STAGE ONE:
-The Ferrolyst slowly lumbers around, using attacks periodically while remaining invulnerable to all forms of damage except Void; its overshields must be depleted exactly like the Eidolon using Amps and Void beams
-The Ferrolyst can increase the gravity in a 100 meter radius around itself for 20 seconds, causing all Tenno in the area to have a greatly decreased ability to move vertically, affecting jumping, bullet jumping, and any abilities that pull players upwards, like Zephyr's Tailwind, Valkyr's Ripline, etc. Void Mode cancels out this gravity well, meaning Void Dash is not affected. In addition, players who get knocked down take twice as long to stand back up while in the gravity well. This ability is mainly used by the Ferrolyst to make it harder for players to dodge its other attacks, as well as other Sentients' attacks.
-The Ferrolyst can release an acid from underneath its "head," leaving patches of chemicals that deal Corrosive damage per second with a high status chance.
-The Ferrolyst can be damaged by depleting its shields and then destroying one of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst will reactivate its shields and begin stage 2.
STAGE TWO:
-The Ferrolyst no longer moves, but becomes more dangerous. Its shields must be depleted again with Void Beams or Amps
-The gravity well gains an additional 100 meters of radius for a total of 200 meters
-The acid rain patches are released more frequently.
-The Ferrolyst gains the ability to leap up to 50 meters in a direction, dealing impact damage in a 75 meter radius as well as causing several rock walls to pop out of the ground, each one lasting for 60 seconds. Rocks walls must be climbed over, and act mostly as obstacles for players to overcome
-The Ferrolyst gains the ability to alter the air temperature so that it becomes very hot. It begins to target an area before causing that area to drastically heat up, dealing heat damage to any players in the zone, as well as inducing a heat proc
-The Ferrolyst can also decrease the air temperature, targeting an area and dealing cold damage while inducing a cold proc
-The Ferrolyst can begin to pour large thunderclouds from its 4 back "prongs," which fire lightning bolts at Players dealing electrical damage. These lightning bolts CANNOT BE DODGED, but do not deal heavy damage, forcing players to prepare for a consistent source of incoming damage for a short period.
-The Ferrolyst can be damaged by depleting its shields and then destroying the last of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst's two legs will fall apart, causing its head to fall to the ground. Stage 3 then begins.
STAGE THREE:
-The Ferrolyst no longers moves, and no longer has shields, so it may be damaged directly. Remember that it is now immune to two different damage types. It also becomes increasingly dangerous as it attempts to fight to its last breath
-The gravity well gains an additional 100 meters of radius for a total of 300 meters. Additionally, the gravity well is permanently activated until the Ferrolyst's death
-the acid rain patches are now always present around the Ferrolyst's head as acid continually pours out of its skull
-The Ferrolyst's temperature altering abilities are now more frequent and deal more damage
-The Ferrolyst no longer creates stormclouds, but summons electrified tornadoes that move quickly and deal electricity damage per second. Players must stay on their toes to avoid these!
-The Ferrolyst also calls Portalyst reinforcements periodically during Stage 3.
-The Ferrolyst is defeated when players deal enough damage to its head

SENTIENT LUPULYST

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Sentient Lupulyst by AlmightyJado
Info:
The Sentient Lupulysts are created from multiple Cerbelysts fusing together into a larger fragment of their mother Sentient. During the Old War, Cerbelysts were able to sneak past the lines of Grineer cannon fodder thanks to their smaller size and quick speed. Once in place, they could combine to create a much larger, dangerous threat.

Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Shield= Empyrean Shield: ++Impact b +++Magnetic b --Viral b -Puncture b -Blast b
-Cerbelysts will fuse together to form a Lupulyst if the following criteria are met: there is more than 1 player in the squad, and there are at least 10 Cerbelysts within 100 meters.
-Lupulysts have a small chance of spawning in fully formed in high level areas on Tau
-Lupulysts have a hefty amount of shields that are constantly regenerating at a high speed. Lupulysts are immune to Status Effects while the shields are up.
-Lupulysts have 4 main attacks as follows:
-Lupulysts can bound forward, covering a distance of up to 50 meters, dealing huge impact and slash damage to any Tenno caught in its wake. The Lupulyst emits a 10m radius shockwave at the end of its charge, knocking down all players caught in it.
-Lupulysts can claw at nearby players, dealing moderate slash damage
-Lupulysts will periodically emit a deadly steam from its 'gills', dealing heat damage and staggering players who are situated to the left and right of the Sentient
-Lupulysts will teleport to and pounce onto a player, taking it up into its jaws to try and crush them with its powerful metal fangs. During this time, all of the Lupulysts' Shields stop regenerating. The captured will receive low puncture damage that slowly ramps up infinitely until killed/released (see below). Lupulysts will run around wildly with the captured player in their jaws, and will attempt to hit other players with the Tenno. If the Lupulyst is successful, both the captured player AND the player struck will receive moderate Impact damage. The player struck will also be knocked down.
The player will remain stuck in the Lupulyst's jaws until one of the following conditions are met:
CONDITION 1: captured players will be released if all the shields are depleted
CONDITION 2: captured players will be released if at least 20% of the Lupulyst's shields are destroyed under 3 seconds.
-Once the captured player is released, the Lupulyst will become staggered for 5 seconds, allowing players to deal damage to it before it regains its high shield regeneration.
-Lupulyst maximum shield capacity is reduced by 10% everytime a player is released from its bite via Condition 2, or 30% if released via Condition 1.
-If the players fail to rescue a captured ally (due to that ally being killed in the Lupulyst's mouth), the captured ally will become IMMEDIATELY KILLED (cannot be revived by allies), and the Lupulyst will regain maximum shield capacity, and heal back 50% of its missing health.
-Lupulysts cannot use their clawing and bounding attacks while holding a player. They will still be able to use their steam venting ability.
-Lupulysts will not adapt to damage types on their own, but WILL inherit any damage resistances being held by the Cerbelysts that fused together to create it.

SENTIENT PHIPTELYST

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Sentient_Lung_Final.png
Info:
 Phiptelysts are massive Sentient amphiptheres that not only glide through the air, but also burrow like worms through the ground. Phiptelysts possess large wings which they can use as both a weapon, and a tool for flight.
Gameplay:
Health= Endoskeleton: ++Impact b +Slash b +Viral b -Cold b -Magnetic b
Armour= Arcane Plating: ++Gas b +++VoidTearIcon b -Magnetic b -Radiation b -Electricity b
Shield= Colossus Shield: ++++Magnetic b -Blast b -Impact b -Electricity b -Heat b
 -Phiptelysts can be encountered in cavern systems in a hibernative state, often curled around massive stalagmites and/or stalactites. "Awake" them by destroying their shields using operator abilities/Void beam. Upon awaking, Phiptelysts let out a disorienting howl before burrowing upwards through the cavern ceiling
-once the Phiptelyst is awake, it prowls the surface of the open zone, and will continue to chase down players until they extract, or it is killed. Only one Phiptelyst can be encountered be instance of the open zone, as they are extremely powerful, and waking up more than 1 would probably be too much for players to handle
-Phiptelysts glide over the battlefield and have a few air based attacks to bombard players with
-Phiptelysts can fire laser beams from their mouths in a line to damage players with high electricity damage
-Phiptelysts can drop flaming bomblets of plasma, creating fiery pools of energy that deal radiation damage to players who stand inside them
-Phiptelysts can also ignite themselves with their plasma, swooping downwards to slam players, sending Tenno flying backwards while dealing a combination of Impact and Radiation damage
 -Phiptelysts have two Synovias on their 'neck'- one large on on top and a smaller one on the bottom. Destroying both synovia causes the Phiptelyst's wings to break off, grounding it. NOTE: Destroying these Synovias are an optional objective that are not required to destroy the Phiptelyst
-once grounded, the Phiptelysts lose their flying attacks and gain new ones
 -while grounded, Phiptelysts take 2.5x damage from all melee attacks, and also have their armour reduced by 50%
-grounded Phiptelysts can roll across the ground sideways, crushing any Tenno caught in its path with impact damage
-grounded Phiptelysts can breath out plasma in a cone from their mouths, dealing radiation damage per second to Tenno caught in the zone
 -grounded Phiptelysts can also burrow through the earth to cover large distances quickly, usually to chase down players trying to escape
-grounded Phiptelysts have a tail-whip strike that cannot be dodged unless the player rolls. This move is fast and has decent tracking, mostly meant to knock players down if they attempt to ride away on their K-Drive or Archwing (archwing roll maneuvers can be used to dodge the Phiptelyst tail whip)

CARRIER CLASS SENTIENTS
Sentients of the Carrier Class are specifically designed to bring more opponents into the battlefield. Taking them down is usually key for avoiding being overwhelmed by sheer numbers.

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SENTIENT GAFRALYST

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Gafralyst by AlmightyJado

Info:
A massive, towering Sentient that carries a levitating obelisk hive on its back. Wherever these terrifying giants tread, a dark cloud of swarming Sentients follow.
Gameplay:
OBELISK HIVE:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Armour= Arcane Plating: ++Gas b +++VoidTearIcon b -Magnetic b -Radiation b -Electricity b
Shield= Ether Shield: ++Impact b ++Cold b +++Magnetic b -Puncture b -Radiation b
GAFRALYST:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Armour= Carmine Armour: ++Puncture b +Toxin b +++Corrosive b -Slash b -Blast b
-Gafralysts are very tall and cannot be damaged by melee attacks due to their long legs, which are invulnerable to damage. Players must aim at the torso and head to deal damage
-legs do have weak spots on the knees. Dealing enough damage to a leg causes the Gafralyst to stagger momentarily. Impact damage is especially effective against legs. Gafralysts take increased damage while staggered.
-Gafralysts' necks sway about unpredictably during combat in order to reduce the ease of landing headshots. Other than this however, Gafralysts move at a very slow rate; slightly slower than a Teralyst
-Gafralysts' obelisk-hives can be destroyed using amps/operator abilities, removing the ability for that Gafralyst to produce more Etekalysts
-Gafralysts spawn Etekalysts every 5 seconds, with a maximum of 10 active at a time.
-Gafralysts have no direct attacks of their own other than small expanding shockwaves produced every time they take a step.

 

SENTIENT PORTALYST

Spoiler

sentient_portalyst__updated__by_almighty

Info:
Portalysts are Sentient summoner/scout enemies that patrol the skies of Tau Ceti F, scanning patching of the ground with its twin ocular devices. If they spot enemies, they descend to the planet surface and begin to electrocute the ground with Sentient energy using the tendril-like array underneath its main body disk. The Portalyst uses this Sentient energy to temporarily animate raw materials in the earth to fight like Sentient Warriors.
Gameplay:
Health= Tau Transistor: +Heat b ++Blast b +Corrosive b ---Viral b --Puncture b
Armour= Arcane Plating: ++Gas b +++VoidTearIcon b -Magnetic b -Radiation b -Electricity b
-Portalysts have very high armour and health, but are not very fast, and rely on Vukolysts to deal damage (no innate attack moves)
-Portalysts have a weakspot behind their head (the neck) which takes massively increased damage.
-can sustain up to 5 Vukolysts at once; killing a Portalyst will cause all of its associated Vukolysts to instantly fall apart and die.
-Operator Void Beams/Amp attacks can be used to strike the blue 'tentacles', which deals no damage to the Portalyst, but will cause all of its summoned Vukolysts to die. This is effectively a way to remove annoying fodder enemies so you can attempt to take down the Portalyst

 

FIELD BOSSES
Field bosses are elite Sentients with additional character and personality. They may spawn during certain conditions like the final mission in a bounty. They are far more complex and difficult to kill than other Sentients.

Spoiler

SENTIENT ZORDALYST

Spoiler

Zordalyst by AlmightyJado
Info:
A tall, powerful Sentient originally designed as a mobile "hacking" platform for Sentient assaults on Cephalon Datavaults. Their polearms could take out entire legions of Dax Soldiers in a single swing. Their ability to connect to and generate Datascapes made them extremely powerful at turning the tides of a battle in mere minutes.
Gameplay:
Health= Endoskeleton: ++Impact b +Slash b +Viral b -Cold b -Magnetic b
Armour= Arcane Plating: ++Gas b +++VoidTearIcon b -Magnetic b -Radiation b -Electricity b
Shield= Empyrean Shield: ++Impact b +++Magnetic b --Viral b -Puncture b -Blast b
-Zordalysts are intended to be Field Bosses encountered during either very high intensity combat, or high level "bounty missions" (coming soon!)
-Zordalysts are invulnerable to all damage. However, when charging some of their attacks, the center of their "halo" will begin to glow (like in the illustration above). Striking the center with a Void Beam or Amp attack will cause the Zordalyst to take damage equal to 10% of its maximum health, as well as leave it open to weapon attacks for 5 seconds.
-Zordalysts have an extensive attack move list.
-Zordalysts can sweep the ground in front of them in a cone, using their polearm to deal heavy slash-based damage to any Tenno caught in the area of effect.
-Zordalysts can jab at nearby Tenno using the pointed spearpoint on the bottom of their staff, dealing massive puncture damage.
-Zordalysts can sweep with their bladed feet 360 degrees around themselves, knocking down all Tenno hit and dealing slash damage.
-Zordalysts can charge a powerful shot from their railgun limb (the limb with the 3 rings), instantly killing any Tenno hit by it. Also causes a magnetic proc in a large area of effect around the point of impact. This ability has a 5 second charge up time and can be interrupted by firing Void Beam/Amp attacks into the center of the "halo"
-Zordalysts can use their key limb (the limb that resembles an energy blade) to tear open a portal to a confined Datascape. The Zordalyst will quickly slash the air, opening a large, Rift-like portal that causes all Tenno in a large radius to gravitate in. This portal can be prematurely closed and any Tenno sucked in will be released if the Zordalyst's "halo" is struck by Void Beams or Amp attacks.
-If all 4 squad members get sucked into the Datascape,  they must fight the Zordalyst inside the Datascape, which appears as a small, digital arena. While in the Datascape, the Zordalyst summons Eradilysts to help attack. The Zordalyst will also regenerate health overtime. In order to stop the Zordalyst from healing, and to escape the Datascape, the players must attack its "halo" like normal, causing the Zordalyst to lose 25% of its maximum health, transporting all 5 entities back to the normal battlefield, and leaving the Zordalyst open for 8 seconds of attack.

Voicelines/Transmissions:
Spawning In:
"You wicked ones dare step foot upon our world? I shall end you at once! Prepare to be UNMADE!"
"Desecration of our home is unforgivable. Your only salvation shall be mercy delivered by my blade!"
"You will not spread your Tenno darkness here, of false children of Natah! I shall avenge my fallen brethren while you bleed!"
In Combat:
"Watch my might and despair, Tenno!"
"I am incredible!"
"You shall suffer for as long as I can possibly allow. Ready yourself for my blades, Tenno!"
Upon Player Downed:
"The others are soon to follow!"
"Sentient might will crush all those who stand against us!"
"You pitiful mortals, only the Sentient will truly live forever!"
Upon Successfully Teleporting Cell to Datascape:
"I can sense your despair as you gaze upon MY WORLD."
"Welcome, to the perfect world. Sentient dissonance refined with Cephalon order."
"I am invincible!"
Killed:
"No... you do not... have the power to...!"
"Gah... you... fiends. Our justice will find you... soon enough."
"Im-impossible..."

SENTIENT WOLLOLYST

Spoiler

Wollolyst.png
Info:
These imposing, mushroom-like Sentients slither across the battlefield, supporting Sentient Infantry by sowing confusion and deception among the weak-minded enemies of Tau. Dax Soldiers during the Old War reported their own allies opening fire on empty space, and running from things that no one else could see.
Gameplay:
Health= Tau Transistor: +Heat b ++Blast b +Corrosive b ---Viral b --Puncture b
Shields= Empyrean Shield: ++Impact b +++Magnetic b --Viral b -Puncture b -Blast b
-Wollolysts have very, very slow movement speed
-Wollolysts spawn in by being dropped as a pod-like vessel from a Sentient vessel in orbit- players receive a brief warning before the pod makes impact with the ground, dealing a Impact bImpact damage to nearby players if they don't get clear. After making impact, the Wollolyst unfurls itself from its pod form and begins to attack players.
-Wollolysts don't have any means to directly attack players, but are instead deadly support units. They have the ability to influence players' HUDs, causing the players to receive false information.
-Wollolysts' first form of deception are 'ghost enemies'. Wollolysts can project up to 4 illusions at once, each one taking the form of a random Fragment Class Sentient. All players can see these units, and attacking them also damages them. However, illusions do not deal any damage to players, and disappear in a puff of teal smoke after 10 seconds, or if a player depletes all of the illusion's health.
-Wollolysts second form of deception is to change the amount of health players see on their screen. Wollolysts will periodically shine a mesmerizing ray towards a single player, causing that player to see their health/shields take varying amounts of damage (10-40% of total health) every few seconds. The player will see this misleading value of health no matter what their actual health is. The Wollolyst's mesmerizing light shines for 10 seconds.
-Wollolysts have a third form of deception. Every 5 seconds, the Wollolyst will send out a shockwave in a direction. Any players caught in the path of the shockwave will suddenly begin to see 4 randomly placed waypoints. The Wollolyst can cause a single player to see up to 16 waypoints at once; the Wollolyst's waypoints last for 30 seconds.
-the last form of deception Wollolysts can perform is blinding Tenno. The Wollolyst will raise one of its tentacles and begin to sway it back and forth. The tentacle will become encased in a web of holographic light, and after 3 seconds, the tentacle will become a blinding beacon for 6 seconds; any players that moves their crosshairs too close to the beacon will become blinded for 1 second.
-Wollolysts can be destroyed by damaging the four plates that are fixed to the base of each of the four tentacles they possess.
-Everytime a plate is destroyed, the Wollolyst gains a brief, 2 second window of invulnerability, where it fully regenerates its shields.
-Once all 4 plates are destroyed, the Wollolyst's main body becomes detached from its weakened tentacle limbs, falling off and rolling slightly.
-Once Wollolysts' bodies have been detached, they will begin to emit unsettling screeching noises before exploding, showering the nearby area in an ectoplasm-like sludge that causes Tenno who come into contact with it to receive a Radiation bRadiation Status Effect.

 

 

NEW VEHICLES- VARAKIRA WARHORSES:

Spoiler

Varakira are a new type of vehicle available for use in any Open Zone, including the Orb Vallis, Plains of Eidolon, etc. Varakira are modular steeds built for combat- slower than K-Drives and Archwings, but designed for heavier combat.
Varakira are summoned via a gear item called the VARKIRA VOID GATE, which summons your Varakira into combat using a miniaturized Torsion Beam device. The Varakira Void Gate is obtained by completing the SHADOW OF EREBOS quest on Tau.
Varakira are modular, but assembled entirely within your own ship. Once the player has finished the Shadow of Erebos, they will be able to see new Varakira related Clan Tech in their dojo's labs. These parts must be researched first, then the player may replicate blueprints for parts they want and build them.
There are 3 components for Varakira. The first being the SHELL. Shells have no gameplay influence other than the external appearance and visual effects related to the Varakira. Next are CORES. Cores are like the Varakira's 'engines'. They grant the Varakira a unique passive with special gameplay interactions. The Cores also act as the part of the Varakira tied to Mastery. Lastly, there are MUSCLES. Muscles are what the Varakira uses to draw their stats from. Each type of muscle has different negative and positive impacts on the Varakira's final stats. In order to build a Varakira, players must replicate the blueprint for a Shell, and then build it using a Core and Two Muscles of their choosing in their foundry.
Once built, Varakira appear in the Vehicles tab of the arsenal. Varakira come with only 6 mod slots and accept Orokin Reactors to double mod capacity. Varakira can also be forma'd. Mods for Varakira can be obtained from Tau bounties, enemy drops and more. To note: Varakira can be levelled up by killing enemies while mounted. Varakira's stats do NOT change as they level, instead only granting mod space.
Varakira can also be named and have fully customizable colours.

Gameplay:
Varakira all come with the same base stats before taking the stats from Muscles into effect:
Health: 500
Shields: 200
Armour: 400
Trot Speed: 15.00
Gallop Speed: 19.50
Jump Height: 2.00
Once summoned with the Varakira Void Gate, players can mount their Varakira by approaching it and using the INTERACT key. Alternatively, if players press the INTERACT key immediately after using their Void Gate, they will mount their Varakira instantly.
Pressing the JUMP key will cause the Varakira to jump. Jump height is increased by 10% if the Varakira is Galloping. Players can urge their Varakira into a Gallop by using the SPRINT key. Lastly, players can activate their Varakira's Overdrive mode by pressing the CROUCH key. While in Overdrive, the Varakira's base Jump Height and Gallop Speeds are increased by 20%, and also gains total damage invulnerability. Overdrive lasts for 10 seconds and takes 40 seconds to recharge before activating again.
While mounted on a Varakira, players have complete access to their primary, secondary and melee weapons. Additionally, if the Warframe they are using has 1-handed actions, they can be used while mounted.
Melee attacks while mounted are 50% slower and have unique animations, but deal 300% bonus damage in a 10 meter radius shockwave. Charge attacks from all melee weapons are allowed, but melee combos are disabled.
Players may dismount their Varakira by using the INTERACT key. Dismounting mid jump will cause the player to be launched higher into the air.

Components:

Spoiler

SHELLS:

Spoiler

Slein
Slein.png
A majestic steed for a fierce warrior. Ride into battle with this proud and loyal beast.

Ruemeltor
Ruemeltor.png
Spewing smoke and flame, this intimidating battle-mount has been augmented with Grineer Technology to weather the harshest battlefields.
NOTE: While Galloping, the four flamestacks mounted on its rump emit fire matching the energy colour.

Deedsarus
Deedsarus.png
Charge into combat and avenge the fallen with Erebos' signature Varakira. Shroud the battlefield with its fountain of darkness.
NOTE: While galloping, leave a trail of cloud-like, smoky shadows.

Vindicator
Vindicator.png
Explore and conquer the unknown with this mystifying steed.
NOTE: While in Overdrive, gains a suit of energy armour covering its limbs, head and torso.

CORES & MUSCLES:

Spoiler

Horse_Components.png
CORES (Left Column):
Sleiptor
A standard, simple central organ that facilitates healing while increasing power delivered to hind legs.
Decreases the speed of descent while airborne by 50%. Also allows the Varakira to heal 1% of its maximum health every second, and regenerate shields twice as fast.
Kruul Gath
A Grineer-made Varakira component that causes highly-explosive fuel to accumulate before being discharged.
Activating Overdrive deals 1000 Blast Damage in a 20 meter radius. While in Overdrive, a trail of flames dealing 500 Heat damage per second is left in its tracks. Trail of fire persists for 15 seconds.
Astracysk
Combining Sentient bone with Tenno capacitors resulted in this powerful shield-emitting device.
Upon reaching 50% health, the Varakira will generate a 5 meter radius shield that pushes enemies away while blocking all enemy projectiles. The shield lasts for 20 seconds, but takes 60 seconds to recharge. If the Varakira heals to full health, the remaining shield cooldown is reduced by 50%.
Sisiphor
Tenno Orbiter Technology compressed into a small Varakira organ.
Upon exiting Overdrive, the Varakira gain 15 seconds of invisibility.

MUSCLES (RIght Column):
Pegatrix
Simple, easy to replicate organic muscle fibers. Allows for greater durability and physical performance with minor negative impact against shields.
+20% Health
+5% Gallop Speed
+5% Jump Height
-10% Shields
Hyathil
Streamlined muscles with built-in lactic acid drain. Increases Varakira's ability to run while regenerating shields with stored kinetic energy, but reduces durability.
+10% Gallop Speed
+20% Shields
+5% Jump Height
-10% Armour
Thoron
Bulky, high-performance flesh fully enclosed in a thick, Ferrite casing. Greatly increases durability at a cost to performance.
+30% Health
+30% Armour
-5% Jump Height
-5% Gallop Speed
Diomede
Rampant infestation growths combined with basic Varakira gene sequences allowed for these viscious, tireless muscle fibers to form. The greatest boost to movement while at a cost to the Varakira's wellbeing.
+20% Movement Speed
+10% Jump Height
-10% Health
-20% Shields

 

 

 

Edited by Almighty_Jado
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TENNO REINFORCEMENTS:

Spoiler

SENTIENT ZAW STRIKES

Spoiler

All Sentient Zaw Strikes grant the Zaw built with them special attributes once gilded.
Once gilded, the Zaw will gain a passive ability and bonus glowing visual effects. During the Gilding process, players may add an Omni Polarity as part of the weapon's customization.

Sentient_Gunblade_Revamp.pngSentient_Zaws.png

DURATUS STRIKE
Info:

A Zaw Strike for Hammer and Gunblade style weapons. Harnesses cosmic powers to unleash deadly energy attacks.
Zaw Characteristics:
This Zaw's damage is evenly divided between Cold bCold and Puncture bPuncture.

  • 70.0 damage
    • Puncture b50% Puncture
    • Cold b50% Cold
  • +0.000 speed
  • 14% Critical Chance
  • 1.5x Critical Multiplier
  • 25% Status Chance

Special Properties: If used in a Gunblade Zaw, Charged/Heavy attacks and other 'shooting' maneuvers in Gunblade Stance combos create a laser beam similar to the Ferrox or Arca Sisco. Laser beam has a maximum range of 40m, width of 0.5 m, infinite enemy punch through, no damage falloff and guaranteed Cold bCold proc to all enemies hit. Laser deals 100% Cold bCold damage.
Gilded Effects: Gunblade Zaw lasers' widths are increased to 1.5 m. Hammer Zaws create energy waves on Charged/Heavy attacks that apply Cold bCold to all enemies within 8 m. Also deals 90-20% damage, decreasing as enemies are further away.

The Duratus' blueprint is an rare drop from Zordalyst Sentients.
BLUEPRINT: 10,000Credits64|30Tellurium64|5Wytch_Core_Icon.png|1,200 Cryotic|15Lunar_Argon_Icon.png

NIAQ STRIKE
Info:

A Zaw Strike for Dagger and Staff style weapons. Its blade seems attracted to enfeebled prey.
Zaw Characteristics:
This Zaw's damage is primarily Slash bSlash.

  • 65.4 damage
    • Slash b60% Slash
    • Puncture b20% Puncture
    • Impact b20% Impact
  • +0.050 speed
  • 20% Critical Chance
  • 2.2x Critical Multiplier
  • 20% Status Chance

Gilded Effects: Applying Status Effects or dealing Critical Damage increases weapon range by 20% for 15 seconds. Stacks 3 times.

The Niaq's blueprint is a rare drop from Cerbelyst Sentients.
BLUEPRINT: 10,000Credits64|20Lunar_Argon_Icon.png|180Nanocrosis_Icon.png|300QuillsCommonPickup| 15Morphics64

XIRTEK STRIKE
Info:

A Zaw Strike for Polearm and Sword style weapons. Powers itself as it drains the life of defeated opponents.
Zaw Characteristics:
This Zaw's damage is primarily Impact bImpact.

  • 79.8 damage
    • Impact b80% Impact
    • Puncture b20% Puncture
  • -0.039 speed
  • 22% Critical Chance
  • 2.0x Critical Multiplier
  • 18% Status Chance

Gilded Effects: After every 15th kill, weapon gains 20% more Base Status Chance and deals 25% additional bonus damage as Magnetic bMagnetic.

The Xirtek's blueprint is a rare drop from Savalyst Sentients.
BLUEPRINT: 10,000Credits64|20LatheCoogulant|200Nanocrosis_Icon.png|55Specdredge_Icon.png|5Tau_Shard_Icon.png

TALENDATH STRIKE
Info:
A Zaw Strike used for Polearm and Glaive style weapons. Emits deadly energy bolts.
Zaw Characteristics:
This Zaw's damage is primarily Impact bImpact.

  • 50.0 damage
    • Impact b73% Impact
    • Puncture b16% Puncture
    • Slash b11% Slash
  • +0.099 speed
  • 19% Critical Chance
  • 2.2x Critical Multiplier
  • 19% Status Chance

Gilded Effects: Charged/Heavy attacks cause you to emit 8 homing projectiles to seek out enemies within 30m. Each projectile deals 50% damage, but has double critical and status chance.

The Talendath's blueprint is a rare drop from Ranjalyst Sentients.
BLUEPRINT: 10,000Credits64|10BreathOfTheEidolon|60Prometheus_Engine_Icon.png|100QuillsCommonPickup|20,000Ferrite64

SERAK STRIKE
Info:

A Zaw Strike used for Nikana and Staff style weapons. Its blade sharpens itself as it cuts through things.
Zaw Characteristics:
This Zaw's damage is primarily Puncture bPuncture.

  • 70.6 damage
    • Puncture b68% Puncture
    • Slash b32% Slash
  • +0.000 speed
  • 20% Critical Chance
  • 2.0x Critical Multiplier
  • 20% Status Chance

Gilded Effects: Gains 10% bonus damage as Slash bSlash, scaling with Combo Counter. (After 5 consecutive hits, 10% bonus damage. After 32805 consecutive hits, 90% bonus damage.)

The Serak's blueprint is a rare drop from Lupulyst Sentients.
BLUEPRINT: 10,000Credits64|7Tau_Shard_Icon.png|39Specdredge_Icon.png|2Enclave_Core_Icon_2.png|500FersteelAlloy64

CHIKOUS STRIKE
Info:
A Zaw Strike used for Machete and Heavy Blade style weapons. A raw bone of Sentient that is still highly energized.
Zaw Characteristics:
This Zaw's damage is primarily Impact bImpact.

  • 85.4 damage
    • Impact b88% Impact
    • Radiation b12% Radiation
  • -0.070 speed
  • 18% Critical Chance
  • 2.0x Critical Multiplier
  • 18% Status Chance

Gilded Effects: Deals 70% damage in a 5m radius with every attack. Can apply critical damage as well as Status Effects.

The Chikous' blueprint is a rare drop from Jekelyst Sentients.
BLUEPRINT: 10,000Credits64|20CetusWisp64|10Tellurium64|20RadiantZodian|5,000Oxium64

ZANTIUS STRIKE
Info:
A Zaw Strike used for Heavy Blade and Hammer style weapons. A Sentient reactor core allows it to generate energy for its wielder.
Zaw Characteristics:
This Zaw's damage is primarily Puncture bPuncture.

  • 100.0 damage
    • Puncture b72% Puncture
    • Slash b17% Slash
    • Impact b11% Impact
  • -0.090 speed
  • 21% Critical Chance
  • 2.1x Critical Multiplier
  • 21% Status Chance

Gilded Effects: Each melee kill grants 6 Energy.

The Zantius' blueprint is a rare drop from Ferrolyst Sentients.
BLUEPRINT: 10,000Credits64|130Prometheus_Engine_Icon.png|130Zeoultik_Icon.png|2Wytch_Core_Icon.png|2Enclave_Core_Icon_2.png

DAX DOWAGER

Spoiler

Vuko_Blade_NEW.pngInfo:
This Heavy Blade was used by Dax guards stationed throughout the Orokin empire. The blade has fallen since, but Tenno hands may breath new life into it in their newfound war.
Stats:
MR: 16
Slot: Melee
Type: Heavy Blade
Attack Speed: 1.1
Channeling Damage: 1.6x
Block Resist: 85%
Base Damage: 5 Impact b, 90 Puncture b, 90 Slash b
Total Damage: 185
Crit Chance: 20%
Crit Multiplier: 2.4x
Status Chance: 26%
Polarities:Vazarin Pol
Stance Polarity:Madurai Pol
Special Property: +0.8 range on heavy attacks. Sentients cannot adapt to damage inflicted by this weapon.

The Dax Dowager's blueprint can be earned by completing bounties on Tau.
BLUEPRINT: 50,000Credits64| 1Forma64| 90,000Ferrite64| 4DENitainExtract| 15,000Cryotic

MOS NAGANTA

Spoiler

Mos Naganta by AlmightyJado
Info:
Overcome any Sentient's power with this powerful bolt-action rifle.
Stats:
MR: 16
Slot: Primary
Type: Rifle
Trigger Type: Semi-Auto (bolt action)
Ammo Type: Rifle
Noise Level: Alarming
Fire Rate: 100.2 RPM
Accuracy: 90.5
Magazine: 3
Max Ammo: 500
Reload Time: 1.0 s/bullet
Damage: 300
Crit Chance: 30%
Crit Multiplier: 3.0x
Status Chance: 0.0%
Polarities: Naramon PolNaramon Pol
Alternate Fire: Switches primary damage type between the 3 different IPS damage types (very effective for use against the ever adapting Sentients!) NOTE: 120% IPS mods only affect the damage type currently in action. Equipping all 3 will cause all 3 firing modes to deal the same damage, while only equipping 2 of them will cause only 2 of the firing modes to be as powerful.
Other Ability: The Mos Naganta reloads similarly to the Corinth/Zarr, meaning it can be fired even though the magazine is not full. However, for each bullet chambered, you will gain 0.5 punch through; pulling the trigger completely unloads the magazine, launching all bullets at once, meaning the weapon must be reloaded after EVERY shot.

The Mos Naganta will be ClanTech, researchable in the Tenno Lab.
RESEARCH: 10,000Credits64| 8OrokinCell64| 100Zeoultik_Icon.png|6,000PolymerBundle64| 10,000Salvage64| Prereq: Tenora
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100
BLUEPRINT: 50,000Credits64| 2Forma64| 10,000Rubedo64| 8Tau_Shard_Icon.png| 20Gallium64

THROMBOCYST

Spoiler

Thrombocyst by AlmightyJado

Info:
A twisted rifle that becomes increasingly bloodthirsty as it slays living organisms.
Stats:
MR: 14
Slot: Primary
Type: Rifle
Trigger Type: Semi-Auto
Ammo Type: Rifle
Flight Speed: 90 m/s
Noise Level: Alarming
Fire Rate: 210 RPM
Accuracy: 25
Magazine: 20
Max Ammo: 450
Reload Time: 1.8 seconds
Base Damage: 30 Puncture bPuncture, 20 Impact bImpact, 10 Slash bSlash
Total Damage: 60
Crit Chance: 0%
Crit Multiplier: 4.0x
Status Chance: 10%
Polarities: Vazarin PolNaramon Pol
Special Property: Kills grant a stack that gives +2% BASE critical chance for 30 seconds. This bonus stacks 25 times for a total of +50% BASE critical chance.
Stacks fall off 2 at a time.
Additionally, for every stack gained, the duration of the critical chance bonus is decreased by 1.1 seconds (At 25 stacks, the 50% critical chance is present only for 2.5 seconds).
Visually, the sphincters at the sides of the gun begin to pulsate with infested slime more and more violently as your gain critical chance stacks.

The Thrombocyst will be ClanTech, researchable in the Tenno Lab.
RESEARCH: 10,000Credits64| 20Neurode64| 6,000Plastids64| 250Nanocrosis_Icon.png|6,000Ferrite64| Prereq: Dual Toxocyst
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100
BLUEPRINT: 50,000Credits64| 2Forma64| 170Zeoultik_Icon.png| 15 Neurode64| 5MutagenMass64

BINARUS:suda:

Spoiler


Binarus by AlmightyJado

Info:
A powerful electromagnetic grenade launcher created by Cephalon Suda. Its ability to magnetize large areas allows it to effectively nullify the circuits and technology of enemies.
Stats:
MR: 14
Slot: Primary
Type: Launcher
Trigger Type: Semi-Auto
Ammo Type: Sniper
Flight Speed: 20 m/s
Noise Level: Alarming
Fire Rate: 90 RPM
Accuracy: 100
Magazine: 5
Max Ammo: 90
Reload Time: 2.5 seconds
Base Damage: 250 Electricity bElectricity
Total Damage: 250
Crit Chance: 20%
Crit Multiplier: 2.9x
Status Chance: 30%
Polarities: Madurai PolNaramon Pol
Special Property: Shots are slow travelling and are affected by gravity similar to other launchers. Upon contact with an enemy or terrain, shots explode to deal damage in a 7 meter radius. After exploding, projectiles leave a patch of magnetized ground in an 8 meter radius for 10 seconds. Magnetized ground causes a guaranteed Magnetic bmagnetic proc on any enemy that walks into the area. Magnetized ground deals 20 Magnetic bmagnetic damage per 1.5 times per second, and each tick has a 20% chance to apply status effects from the primary fire (default electricity only, but modded elements are also a possibility). Sentients standing over magnetized ground cannot adapt to any damage taken. Magnetic ground damage can be increased with damage mods but does not affect players.

The Binarus is available from Cephalon Suda on Tau for ReputationBlackx64132,000

FUSELOK :meridian:

Spoiler


Fuselok by AlmightyJado

Info:
A creation by the Steel Meridian to help combat the ever adapting Sentient forces. Execute foes from afar with its rifle aspect, and then torch your enemies with its built-in flamethrower.
Stats:
MR: 14
Slot: Primary
Type: Rifle
Trigger Type: Semi-Auto | Charge
Ammo Type: Rifle
Range Limit: N/A | 30 meters
Noise Level: Alarming
Fire Rate: 120 RPM | 480 RPM
Accuracy: 45 | 100
Magazine: 100
Max Ammo: 700
Reload Time: 2 seconds
Base Damage: 20 Impact bImpact, 85 Puncture bPuncture, 85 Slash bSlash | 40 Heat bHeat
Total Damage: 190 | 40
Crit Chance: 20% | 15%
Crit Multiplier: 3.0x | 2.0x
Status Chance: 30% | 25%
Polarities: Madurai PolMadurai Pol
Special Property: Tapping the fire button causes the Fuselok to fire single rounds just like a standard semi-auto weapon. Holding down the trigger for at least 1 second causes the Fuselok to fire out flames like a flamethrower in the same behavior as a beam weapon. For every second the trigger is held down beyond the first second, more ammo is added to the stream of fire, causing the fire to last longer. The flamethrower mode can be ended prematurely via rolling, weapon swapping, or reloading. Flamethrower beam has a thickness of 0.13 meters, and zone of impact/maximum beam range has a spherical radius of 2 meters. Flamethrower beam has infinite Punch Through against bodies. Sentients hit by the flames have one damage adaptation removed every other tick.

The Fuselok is available from Steel Meridian on Tau for ReputationBlackx64132,000

ANEMIAS :redveil:

Spoiler


Anemias by AlmightyJado

Info:
Once a Red Veil ceremonial staff, this shotgun-style speargun has become a fearsome, predatory weapon in the hands of the right warrior. Tear through enemies with a barrage of lethal spines, and then release deadly spores that cause enemies to hemorrhage!
Stats:
MR: 14
Slot: Primary
Type: Speargun (Shotgun)
Trigger Type: Semi Auto
Ammo Type: Shotgun
Noise Level: Alarming
Fire Rate: 150 RPM
Accuracy: 19.9
Magazine: 6
Max Ammo: 150
Reload Time: 1.4 seconds
Base Damage: 150 Impact bImpact, 450 Puncture bPuncture, 20 Slash bSlash
Total Damage: 620
Pellets: 3 (206.67 damage per pellet)
Crit Chance: 36%
Crit Multiplier: 2.9x
Status Chance: 15%

Damage Falloff: 15.0-25.0m
Polarities: Naramon PolNaramon Pol
Alternate Fire: Throw the Anemias up to 50 meters, creating a cloud of Infested Spores that infect enemies (infected enemies display dark red spines sticking out of their bodies). Killing infected Enemies release their spines in a 5 meter radius to inflict Slash bSlash procs on all enemies. Critical hits against Infected enemies additively increases the damage of the resulting Slash proc by 10% of the critical hit's damage. Sentients affected by infested spores take extra damage from damage types they haven't adapted to.
Base Damage: 700 Puncture bPuncture
Total Damage: 700
Crit Chance: 5%
Crit Multiplier: 2.0x
Status Chance: 30%
Once the Anemias is thrown, the player will not be able to use it until it is either picked up or when it returns to the player's hands after 20 seconds.
Throwing the weapon does not consume ammo.

The Anemias is available from Red Veil on Tau for ReputationBlackx64132,000

MENAULION :hexis:

Spoiler

 

Menaulion by AlmightyJado

Info:
A deadly and precise long range rifle reverse engineered from Sentient and Orokin technology. Its light weight allows for fast movement while also being capable of firing powerful rounds.
Stats:
MR: 14
Slot: Primary
Type: Sniper
Trigger Type: Semi-Auto (bolt-action)
Noise Level: Alarming
Fire Rate: 156 RPM
Accuracy: 13.5
Magazine Size: 1
Max Ammo: 80
Reload Time: 0.8 seconds
Zoom: 5x (+50% Headshot Damage, not cancelled during reload)
Combo Decay: 3.0 seconds
Min. Combo: 5 shots
Base Damage: 67 Impact bImpact, 150 Puncture bPuncture, 90 Slash bSlash
Total Damage: 307
Crit Chance: 20%
Crit Multiplier: 2.0x
Status Chance: 40%
Punch Through: 1.0 m
Damage Falloff: 400.0-600.0 m
Polarities: Naramon PolMadurai Pol
Alternate Fire: Fire an exploding shell up to 1000 m away. Contact with the ground, obstacles, or an enemy causes the projectile to explode and deal Gas bGas damage in an 5 meter radius. Sentients damaged by the gas grenade have their damage adaptations removed.
Flight Speed: 90 m/s
Base Damage: 50 Gas bGas
Total Damage: 50
Crit Chance: 80%
Crit Multiplier: 1.2x
Status Chance: 20%
Special Property: The Menaulion has innate +100% faster Holster Rate. Sniper Combo Counter does not increase the damage of the Menaulion's primary fire. Instead, it grants the following bonuses per level=
+350% Base Damage of Secondary Fire
+0.5x Crit Multiplier of Secondary Fire
+2 meters of Radius of Secondary Fire (Max total Radius of 15 meters)
+30% Flight Speed of Secondary Fire projectiles
-30% Recoil of Primary Fire
Usage of the Menaulion's secondary fire resets the Sniper Combo back to zero, but enemies hit by the projectile contribute to the Combo Counter.

The Menaulion is available from Arbiters of Hexis on Tau for ReputationBlackx64132,000

 

TRISTA :perrin:

Spoiler

 

Trista by AlmightyJado

Info:
This versatile marksman rifle manufactured by the Perrin Sequence combines both the flexibility of a semi automatic rifle with the deadly stopping power of a lethal railgun. Primary fire projects laser beams that damage and amplify themselves on headshots while the secondary fire devastates a single target with a strong projectile.
Stats:
MR: 14
Slot: Primary
Type: Rifle
Trigger Type: Semi-Auto
Ammo Type: Rifle
Noise Level: Alarming
Fire Rate: 300 RPM
Accuracy: 30.1
Magazine: 15
Max Ammo: 600
Reload Time: 3.0 seconds
Base Damage: 25 Puncture bPuncture, 5 Impact bImpact, 30 Slash bSlash
Total Damage: 60
Crit Chance: 20%
Crit Multiplier: 2.2x
Status Chance: 17%
Polarities: Madurai PolVazarin Pol
Special Property: Headshots using the primary fire grant primary fire shots an additional 10% damage, stacking 5 times (50% bonus at max). Stacks fall off once every 6 seconds. More headshots can refresh duration of damage bonus. Headshots also refund 1 ammo to the magazine.
Alternate Fire: Fire a powerful projectile that deals high damage. The damage boost from the primary fire applies to alternate fire, but with double effectiveness (100% bonus at max). Alternate fire also gains 0.5 punch through per damage stack. Alternate fire consumes no ammo, but must cooldown for 1 second after firing before primary or alternate fire can be used again. Sentients damaged by alternate fire lose 1 damage adaptation.
Trigger Type: Charge
Flight Speed: 100 m/s
Charge Time: 1.80 seconds
Accuracy: 30.1
Base Damage: 75 Puncture bPuncture, 80 Impact bImpact, 10 Slash bSlash
Total Damage: 165
Crit Chance: 30%
Crit Multiplier: 2.2x
Status Chance: 20%

The Trista is available from Perrin Sequence on Tau for ReputationBlackx64132,000

AVAKAN :loka:

Spoiler

 

Avakan by AlmightyJado
Info:
Strike down those who dare make a mockery of Planet Earth with this New Loka tactical assault rifle. Fire off 2-round bursts, or hold down the trigger to unleash a destructive full-auto volley of bullets.
Stats:
MR: 14
Slot: Primary
Type: Rifle
Trigger Type: Burst | Auto
Ammo Type: Rifle
Noise Level: Alarming
Fire Rate: 440 RPM | 480 RPM
Accuracy: 30.1 | 30.1
Magazine: 36
Max Ammo: 600
Reload Time: 2.5 seconds
Base Damage: 30Impact bImpact, 5 Puncture bPuncture, 5 Slash bSlash | 6 Impact bImpact, 7 Puncture bPuncture,  27Slash bSlash
Total Damage: 40 | 40
Crit Chance: 30% | 20%
Crit Multiplier: 2.5x | 2.0x
Status Chance: 20% | 30%
Punch Through: 0.3 m | N/A
Polarities: Madurai PolMadurai Pol
Special Property: Tapping the fire key fires the rifle in 2 round bursts, while holding down the fire key allows bullets to be fired in a fully automatic mode. Burst fire shots have enhanced critical strike abilities and some punch through. Sentients cannot adapt to damage dealt by automatic firing mode. NOTE: The first two shots of the full-auto firing mode always have the properties of the burst fire.

The Avakan is available from New Loka on Tau for ReputationBlackx64132,000

 

TITAN

Spoiler

 

Armoured_Sentinel.png
Info:
With 'Devastate' and 'Annihilate' as default Precepts, the Titan is a heavy combat Sentinel with high armour, built for the thick of battle. Titan comes with the Leviathan rocket launcher.
Stats:
MR: 5
Health: 200
Shield: 25
Armour: 200
Polarities: Penjaga PolPenjaga PolVazarin PolMadurai Pol
Default Weapon: Leviathan
Exclusive Mods: Devastate, Carpet Bomb

LEVIATHAN
Info:
A small but powerful rocket launcher designed for Sentinel use.
Stats:
MR: 5
Slot: Robotic
Type: Launcher
Trigger Type: Auto
Flight Speed: 75 m/s
Noise Level: Alarming
Fire Rate: 60 RPM
Accuracy: 100
Magazine Size: 9
Reload Time: 3.0 seconds
Base Damage: 20 Blast b
Total Damage: 20
Crit Chance: 5%
Crit Multiplier: 1.8x
Status Chance: 15%
Polarities: None
Special Property: Rockets deal 100% of their damage in a 3 meter radius upon impact. No self damage. Radius can be increased with Firestorm. Adhesive Blast CANNOT be equipped on this weapon.

Precept Info:
Penjaga PolDevastate: Grants Titan +4/7/10/13/16/19m additional attack range, +30/35/40/50/70/100% Fire Rate, +20/40/60/80/100/120% Projectile Flight Speed and unlimited ammo for 2/3/4/5/6/7 seconds.
Penjaga PolAnnihilate: Titan takes 3 seconds to mark up to 3/4/4/5/5/6 enemies before launching 1/1/1/2/2 missiles at each target. Missiles deal Blast b600 damage each.

Note(s):
Devastate's Projectile Flight Speed bonus only applies to non-hitscan weapons that Titan is currently equipped with, like the Deconstructor, Stinger, and Laser Rifle.
Annihilate shows glowing targets on the chests of marked enemies during target acquisition. Target matches energy colour. If the enemy targeted dies before the missiles launch, the missiles intended for that enemy will immediately seek out other nearby enemies. If the enemy dies before the missiles hit, but after they've been launched, they will continue on their current trajectory as if dumb-fired.

Titan will be ClanTech, researchable in the Tenno Lab.
RESEARCH: 10,000Credits64|200Nanocrosis_Icon.png|10NeuralSensor64|4DENitainExtract|5Lunar_Argon_Icon.png|Prereq: Gazal Machete
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

BLUEPRINT: 50,000Credits64|1,000Circuits64|1,000Ferrite64|3Lunar_Argon_Icon.png|270Zeoultik_Icon.png

 

SHADORAI

Spoiler

Shadorai.png

Info:
Lead the charge against the enemy with this massive, heavy scythe.
Stats:
MR: 16
Slot: Melee
Type: Scythe
Attack Speed: 0.6
Channeling Damage: 1.5x
Block Resist: 50%
Base Damage: 200 Impact b, 100 Slash b
Total Damage: 300
Crit Chance: 22%
Crit Multiplier: 3.0x
Status Chance: 25%
Polarities: Naramon Pol
Stance Polarity: Naramon Pol
Special Property: When wielded by Erebos, this weapon gains +10 second combo duration.

The Shadorai's blueprint can be bought in the market.

CULTIVOX

Spoiler

Cultivox.png

Info:
No matter how thick the enemy's armour, it will never be a match for Erebos' signature rifle.
Stats:
MR: 14
Slot: Primary
Type: Rifle
Trigger Type: Semi-Auto
Ammo Type: Rifle
Noise Level: Alarming
Fire Rate: 325 RPM
Accuracy: 45.0
Magazine: 10
Max Ammo: 600
Reload Time: 1.9 seconds
Base Damage: 60 Puncture bPuncture,  24Impact bImpact, 16 Slash bSlash
Total Damage: 100
Crit Chance: 28%
Crit Multiplier: 2.7x
Status Chance: 20%
Polarities: Madurai Pol
Special Property: Every bullet reduces enemy armour by 2%.

The Cultivox will be ClanTech, researchable in the Tenno Lab.

CATACLYSMA 

Spoiler

dd2ia40-fd827599-7f42-4576-baaf-4c1f1cd8
Info:
A mighty weapon capable of terraforming an area with a single shot. Melt, freeze or blow away those who stand against you with this Archgun cannon.

Stats:
MR: 14
Slot: Archgun | Heavy
Type: Launcher
Trigger Type: Semi
Ammo Type: Heavy
Flight Speed: 50 m/s
Noise Level: Alarming
Fire Rate: 100 RPM | 100 RPM
Accuracy: 100 | 100
Magazine: 1 | 1
Max Ammo: N/A | 25
Reload: 10 seconds | 8 seconds
Damage: 700 | 1000
Crit Chance: 25% | 50%
Status Chance: 20% | 40%
Polarities: Koneksi Pol
Special Properties: The Cataclysma's damage type and effects are different based on whether or not the player using it is in Atmosphere, Archwing Space or Underwater. Sentients cannot adapt to damage dealt by this weapon.
The Cataclysma's primary fire launches an orb of energy that, upon contact with a surface or enemy, generates an area of effect that damages enemies every second. The Cataclysma's projectile is only affected by gravity when used in Atmospheric conditions.
Atmosphere: Create a 16 m radius electrical storm. Enemies within the storm's area are Staggered and Knocked down periodically, and electrocuted by lightning for Electricity bElectricity damage. Storm persists for 10 seconds.
Archwing Space: Create a 10 m radius plasma core. Enemies within 20 meters of the plasma core's center are slowly dragged in, and take Heat bHeat damage every second they're inside the core. Core lasts for 8 seconds. Projectile automatically detonates after travelling 100m.
Underwater: Create a 20 m radius zone which slowly freezes. Enemies within the zone are slowed by 20% up to 100% over the 8 seconds of the zone's lifetime. At the end of its lifetime, the zone shatters, dealing Cold bCold damage to all enemies within 25 meters of the freezing zone's center. Projectile automatically detonates after travelling 100m.

WUDIAN

Spoiler

Unnamed_Sentient_Dao.png
Info:
A machete forged from a Sentient’s bladed weapon. Wield the Sentients’ paragon sharpened craftsmanship against them in the name of the Origin System.

Stats:
MR: 14
Slot: Melee
Type: Machete
Attack Speed: 1.1
Channeling Damage: n/a due to upcoming melee 3.0 changes
Block Resist: n/a
Base Damage: 15Impact b Impact, 20Puncture b Puncture, 23Slash b Slash, 33Magnetic b Magnetic
Total Damage: 91
Crit Chance: 17%
Crit Multiplier: 2.6x
Status Chance: 22%
Polarities: https://vignette.wikia.nocookie.net/warframe/images/0/07/Koneksi_Pol.svg/revision/latest/scale-to-width-down/20?cb=20150301001229https://vignette.wikia.nocookie.net/warframe/images/b/b2/Madurai_Pol.svg/revision/latest/scale-to-width-down/20?cb=20150301001230
Stance Polarity: https://vignette.wikia.nocookie.net/warframe/images/8/8c/Zenurik_Pol.svg/revision/latest/scale-to-width-down/20?cb=20150301001231
Special Property: Kills with the Wudian create charges that detonate on Heavy Attacks. Charges stack up to 3 times, and all stacks are expended per Heavy Attack. Charges create an anti-gravity field that causes enemies within 5/10/15 meters to become Lifted. The field lingers for 6 seconds, and enemies within it will remain Lifted until it expires.

BLASTOMA

Spoiler

Unnamed_Infested_Revolver.png
Info:
A powerful biological firearm capable of mutating the naturally occurring microscopic fauna inside its victims into organisms capable of destroying their host within seconds. Enemies that succumb to this weapon produce biomass that the Blastoma can use as ammunition.
Stats:
MR: 14
Slot: Secondary
Type: Pistol
Trigger Type: Burst (3x)
Ammo Type: Pistol
Projectile Flight Speed: 80 m/s
Noise Level: Alarming
Fire Rate: 174 RPM
Accuracy: 100
Magazine Size: 15
Max Ammo: 15
Reload (Battery): 0.8 delay + 29.2 seconds
Base Damage: 40 Corrosive bCorrosive, 40 Gas bGas, 40 Viral bViral
Total Damage: 120
Crit Chance: 6%
Crit Damage: 1.9x
Status Chance: 20%
Polarities: Madurai PolMadurai Pol
Special Property: Each projectile fired by the Blastoma creates a spore cloud with a 4m diameter. Spore clouds deal 20 damage per second with a 30% status chance every tick. Damage is evenly divided between Corrosive bCorrosive and Viral bViral. Enemies that die by the Blastoma or otherwise perish within the spore clouds generate a cyst which can be picked up to instantly reload the magazine.

VIKASATI

Spoiler

unnamed_tenno_rifle.png
Info:

As the Sentients adapt, so must the Tenno. This slow but hard-hitting weapon uses reverse engineered Tau-tech to fire elemental beams and annihilate those it's pointed at. Use fire to detonate target's skulls, electric to spread damage across a wider area, toxin to lay down deadly pools and cold to stem the tide. A mighty companion against the Legions of Tau.
Stats:
MR: 14
Slot: Primary
Type: Rifle
Trigger Type: Semi-auto
Ammo Type: Rifle
Noise Level: Alarming
Fire Rate: 80 RPM
Accuracy: 50
Magazine Size: 8
Max Ammo: 800
Reload: 2 seconds
Base Damage: 20 Impact bImpact, 20 Puncture bPuncture, Slash b20 Slash
Total Damage: 60
Crit Chance: 25%
Crit Damage: 2.5x
Status Chance: 20%
Polarities: Naramon Pol
Special Property: Primary fires laser beams with a minor area of effect. Alternate fire switches the elemental rounds this rifle fires- Toxin, Heat, Cold and Electric. The Vikasati’s primary fire deals an additional 60 damage equal to the currently selected elemental type. Additionally, a special passive is activated depending on the currently selected round. Toxin: On headshot kill, create a 4 meter-radius toxic puddle that deals 30 Toxin btoxin per second to enemies that step within it. Puddle lasts 10 seconds. Heat: On headshot kill, generate a 3 meter-radius explosion that deals 240 Heat bheat damage. Enemies receive down to 50% damage based on their distance from the explosion’s epicenter. Cold: On headshot kill, create a 6 meter-radius burst that freezes nearby enemies, slowing them by 75 to 90% based on distance to epicenter. Electric: On headshot kill, generate potent chain lightning that strikes up to 4 nearby enemies, dealing 60 Electricity belectric damage to each enemy hit while stunning them.

VORTICIBUS

Spoiler


Sentient 'Vaculyst' Rocket Launcher by HaruAxeman
Info:
A terrifying, powerful weapon designed to alter gravity itself. Launches condensed graviton bolts that create deadly gravitational anomalies.
Stats:
MR: 14
Slot: Primary
Type: Launcher
Trigger Type: Semi
Ammo Type: Sniper
Flight Speed: 50 m/s
Noise Level: Alarming
Fire Rate: 120 RPM
Accuracy: 30.5
Magazine: 3
Max Ammo: 30
Reload: 1.8 seconds
Base Damage: 120 Magnetic bMagnetic, 100 Blast bBlast
Total Damage: 220
Crit Chance: 26%
Crit Multiplier: 3.2x
Status Chance: 18%
Polarities: Koneksi Pol,Vazarin Pol
Special Properties: Upon contact with a surface or enemy, projectiles explode, dealing damage in a 6 meter radius before creating a gravitational anomaly. Gravitational anomalies constantly pull on nearby enemies, drawing them into the center. Certain fast-moving enemies may be able to escape the pull. Gravitational anomalies last for 15 seconds, and deal 10% of the total damage to any enemies inside of it every second. Each damage tick can crit, procs Magnetic bMagnetic, with an added 10% chance to proc any other modded elements. Gravitational anomalies do not pull on the player. Sentients damaged by the initial explosion have 1 damage adaptation removed.
Alternate Fire: Causes any mid-air projectiles to split into three smaller projectiles, spreading horizontally. Each of these smaller projectiles behave in the exact same way as a normal projectile would, with a few changes: split projectiles travel at 70 m/s, and each only deals 33.3% damage. Gravitational anomalies and initial explosion radius is reduced to 5 meters.

The Vorticibus' blueprint can be earned by completing bounties on Tau.
BLUEPRINT: 50,000Credits64| 3Lunar_Argon_Icon.png| 9,000Cryotic| 5Wytch_Core_Icon.png| 50Prometheus_Engine_Icon.png

NEW MODS:

Spoiler

All of these new mods can be acquired by doing activities on Tau. Sentient Faction Damage mods can be acquired from any Sentient Enemy on Tau. New Set Mods, Zaw Arcanes and Kitgun Arcanes can be acquired from Bounties. All new Warframe augments like Lone Wolf can be bought from ANY Syndicate on Tau for ReputationBlackx6425,000. All other new mods can drop from a variety of places across Tau, from enemies to hidden vaults and other locations.

SENTIENT FACTION DAMAGE MODS

Spoiler

  Cleanse_Sentient.png  Smite_Sentient.png Bane_of_Sentient.png Expel_Sentient.png

WARFRAME AUGMENTS

Spoiler

Lone_Wolf.png

Extended Details:

Spoiler

Zenurik PolLone Wolf: Whenever the player uses Transference and exits Excalibur Umbra, the Warframe will immediately begin to reposition itself until it it at least 50 meters away from the Operator. Excalibur Umbra also gets 100/150/200% extra damage for any weapons it uses while autonomous. 

 

VARAKIRA MODS

Spoiler

Graze.pngRally_Mount.pngVaquero.pngStriking_Raven.pngStampede.pngSpring_Joints.pngMighty_Durability.pngKinetic_Barrier.pngIron_Steed.pngDestiny_Rider.pngNeverending_Ride.pngRunner.pngStrider.png

Extended Details:

Spoiler

Vazarin PolGraze: After your Varakira comes to a standstill and doesn't take any damage for 5 seconds, it will begin to heal 1/2/3/4/5/6 health every second. This health regen persists 6/8/10/12/14/16 seconds after you begin moving or take damage.
Naramon PolRally Mount: While on your Varakira, you grant all of your allies not riding a Varakira or piloting an Archwing within 15/16/17/18/19/20m a 60/70/80/90/100% damage boost to their abilities and weapons' damage. This bonus increases to 200/220/240/260/280/300% over 10 seconds, as long as the allies stay within range.
Madurai PolVaquero: Headshot kills while riding your Varakira grants your Primary and Secondary weapon a 65/70/75/80/85/90% increase to crit multiplier, and 70/80/90/100/110/120% increase to crit chance. Bonus lasts for 4 seconds, and headshot kills will refresh the duration.
Zenurik PolStriking Raven: After 11/10/9/8/7/6 seconds of Galloping, the next melee attack you perform will cause the Varakira to charge forward 8m, dealing 100% of your melee weapon's damage to all enemies hit.
Madurai PolStampede: After not shooting or swinging a melee weapon for 10 seconds, your next melee attack will deal 100/120/140/160/180/200% damage and will guarantee application of Status Effects.
Naramon PolSpring Joints: Increases Jump Height by 45/50/55/60/65/70%
Vazarin PolMighty Durability: Increases maximum health by 100/110/120/130/140/150%
Vazarin PolKinetic Barrier: Increases Shield Capacity by 100/120/140/160/180/200%
Vazarin PolIron Steed: Increases Armour by 100/110/120/130/140/150%
Vazarin PolDestiny Rider: While Galloping, your Varakira gains 60/63/66/69/72/75% damage reduction.
Naramon PolNeverending Ride: While Galloping, your Varakira's Gallop Speed accelerates by 30/34/38/42/46/50% over 6 seconds.
Zenurik PolRunner: While on your Varakira, you will cause all enemies within 11/13/16/19/22/25m to receive a 35% decrease in their weapon accuracy every time you kill an enemy with your melee. Debuff is permanent but doesn't stack.
Madurai PolStrider: While on your Varakira, you will gain a 35/40/45/50/55/60% damage bonus to your Primary weapon when you kill enemies with it. This stacks 3 times for a total bonus of 105/120/135/150/165/180%. Buff duration is 7 seconds and can be refreshed by achieving more kills with your Primary.

 

OTHER NEW MODS

Spoiler

Defense_Overload.pngEndothermal_Secretion.pngIonized_Scrap.pngLaser_Edged.pngNeurotoxin_Barbs.pngOverclocked.pngResurrection.png

Extended details:

Spoiler

Melee Mods:
Naramon PolDefense Overload: +10/12/14/16/18/20% Chance to remove any damage types a Sentient has gained resistance to. This is essentially the same thing as the Paracesis' passive, but with a reduced effectiveness.
Madurai PolOverclocked: Changes 20/40/60/80/100/120% of your melee weapon's BASE DAMAGE into Electricity. This means that at R4 and R5, your weapon will deal ONLY Electricity damage (before taking Elemental mods into consideration).

Warframe Mods:
Vazarin PolResurrection: Allows you to revive downed allies 5/10/15/20/25/30% faster. At max rank, you can revive allies in 3 seconds by yourself. If equipped on Trinity, You can revive people in 2 seconds by yourself.

Weapon Augments:
Madurai PolEndothermal Secretion: Changes 25/40/55/70/85/100% of the Torid's BASE DAMAGE into Cold. This means that at R5, the Torid will deal ONLY Cold damage (before taking Elemental mods into consideration). Additionally, every time the Torid damages an enemy affected by Cold, there is a 15/17/19/21/23/25% chance to apply a Corrosive Status Effect to that enemy.
Madurai PolIonized Scrap: Increases the Twin Kohmak's critical chance in an ADDITIVE manner by 10/12/14/16/18/20%. This means at max rank, this mod grants the Twin Kohmak 31% Critical Chance. Additionally, every time the Twin Kohmak deals critical damage, it applies a Magnetic Status Effect to the enemy.
Madurai PolLaser Edged: Changes 25/40/55/70/85/100% of the Karyst's BASE DAMAGE into Radiation. This means that at R5, the Karyst will deal ONLY Radiation damage (before taking Elemental mods into consideration). Additionally, every time the Karyst applies a Radiation Status Effect, that enemy will also receive a Slash Status Effect.
Madurai PolNeurotoxin Barbs: Changes 25/40/55/70/85/100% of the Lanka's BASE DAMAGE into Radiation. This means that at R5, the Lanka will deal ONLY Toxin damage (before taking Elemental mods into consideration). Additionally, killing any enemy with a headshot increases the Lanka's Fire Rate by 50% for 5/6/7/8/9/10. This essentially gives the Lanka a quicker charge-up time for those 10 seconds.

 

SET MODS:

Spoiler

RANGER SET MODS
Each mod starts with 4 Drain up to 9 Drain
[SET BONUS: +0.3|0.8|1.3|1.8|2.3|2.8 Punch Through on Primaries]

Bow Mods:
Madurai PolRanger Decimator: +5/25/45/65/85/105% Critical Damage and +10/20/30/40/50/60% Status Chance on during Wall Latch
Naramon PolRanger Scavenge: 5/20/40/60/80/100% Chance to double any Bow Ammo picked up
Madurai PolRanger Precision: Increase damage by up to 45% if the Target is over 51/45/39/33/27/21/15 meters away
Warframe Mods:
Madurai PolRanger Mercy: Hitting enemies with arrows mark them up to three times. Warframe abilities deal 7/12/17/22/27/32% more damage per mark to enemies.
Naramon Pol{Exilus iconExilus}Ranger Grip: +20/40/60/80/100/120% to Wall Latch
Vazarin PolRanger Determination: Headshots grant 7/50/100/150/200/250 Armour, stacking up to 3 times. Taking damage will consume a stack after 3s

Note(s):Assuming the Daikyu is being used, Ranger Precision and Spring Loaded Broadhead cannot be equipped at the same time

SLAYER SET MODS
Each mod starts with 4 Drain up to 9 Drain
[SET BONUS: Damage dealt with weapons deal additional 5|8|11|14|17|20%
LotusBlackFinisher Damage]
Primary Mods:
Madurai PolSlayer Brimstone: Enemies killed explode, dealing +8/20/120/220/320/420 (+5/15/25/35/45/50% Enemy Max Health) Blast bBlast Damage in a 3m radius
Naramon PolSlayer Conflagration: +6/15/30/45/60/75% Heat bHeat
Melee Mods:
Madurai PolSlayer Sickle: Enemies under Heat bHeat or Electricity bElectricity effects are opened to Finishers which deal 8/15/22/29/36/43% more damage
Vazarin PolSlayer Titan: +6/27/48/69/90/111% Armour but -30/60/90/120/150/180% Channeling efficiency while channeling
Warframe Mods:
Madurai PolSlayer Harvest: Energy Pickups grant +5/8/11/14/17/20% more Ability Strength to your next Cast
Madurai PolSlayer Reserves: +15/30/45/60/75/90% Damage During Bleedout

Note(s): Assuming a Beam Weapon is being used, Combustion Beam and Slayer Brimstone damage stacks to up to 1020 (+45% Enemy Max Health) Blast bBlast Damage in a 3m radius
Slayer Titan Stacks with Focused Defense for a total of +161% Armour and -290% Channeling Efficiency
Slayer Harvest stacks with Energy Conversion for a total of 70% more Ability Strength
Slayer Reserves Stacks with Provoked for a total of +200% damage while bleeding out

CYBERNAUT SET MODS
Each mod starts with 4 Drain up to 9 Drain
[Set Bonus: Increases Moa Weapon Fire Rate by +15|25|35|45|55|65% & Moa Weapon Reload Speed by +10|16|22|28|34|40%]

Moa Mods:
Vazarin PolCybernaut Emitter: +5/10/25/40/55/70% Shield Recharge
Vazarin PolCybernaut Plating: +6/20/40/60/80/100% Armour
Penjaga PolCybernaut Morningstars: Drops 1/1/2/2/3/3 Mines every 20/18/16/14/12/10 seconds. Mines deal 50/70/90/110/130/150 Penjaga PolPuncture Damage in a 1/1.5/2/2.5/3/3.5 m radius. Armour of all enemies hit have their armour reduced by 1/2/3/4/5/6% per Mine.
Naramon PolCybernaut Vision: +6/10/14/18/22/26 Loot Radar +3/5/7/9/11/13m Enemy Radar
Warframe Mods:
Naramon PolCybernaut Cracker: +1/3/5/7/9/11 Seconds to Hacking
Naramon PolCybernaut Battery: +10/30/50/70/90/110% Maximum Energy

Note(s):
Mines are dropped from Moas with Cybernaut Morningstars in a similar manner to Mine Ospreys. Mine colour is based on the Energy Colour of the Moa. Mines are visually different than Osprey Mines in order to avoid confusion.
Cybernaut Vision and Animal Instinct stack for a total of +56 Loot Radar and +31 Enemy Radar
Cybernaut Battery stacks with Flow for a total of +260% Max energy, or with Primed Flow for a total of 385% Max energy

ZAW ARCANES:

Spoiler

Exodia_Blade.png
EXODIA BLADE
On Charge Attack: Summon 2/2/3/3 ethereal blade-bolts that seek out the nearest enemies, dealing 35/55/75/95% damage with 85/90/95/100% Status Chance.                                                                                                                                                                                                                                                                         

Exodia_Meteor.png
EXODIA METEOR
On Slam Attack After Bullet Jump or Double Jump: Generate a massive explosion that deals 50/55/60/65% of your weapon's damage as Blast bBlast damage in a 19/21/23/25 meter radius. Leaves behind a field of cinders that deal Blast bBlast damage per second to any enemies within it equal to 50/60/70/80% of your weapon's damage over 6 seconds.

Exodia_Undeath.png

EXODIA UNDEATH
On Fatal Damage while Melee is Equipped: Consumes Combo Counter to restore health and shields to 40/60/80/100%. Requires 200/170/140/110 Combo Counter points.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              

 
KITGUN ARCANES:
Spoiler

Pax_Coulomb.png

PAX COULOMB
On Status Effect: Gain +90/100/110/120% Electricity bElectric Damage for 3 seconds.

Pax_Monarch.png

PAX MONARCH
While Airborne: Gain +60/80/100/120% Status Chance.

Pax_Penumbra.png

PAX PENUMBRA
On Hit: 10/26/42/58% chance to Reset Sentient Damage Resistance.

 

 

EVOLUTION MODS - UNIQUE REWARDS FROM SENTIENT KNIGHTS

Spoiler

Example_Collection.png

A reward from vanquishing your Sentient Knight. Evolution mods are a specialized Exilus Weapon Mod that can be customized to fit your playstyle.

Collection_of_Templates.png

Upon vanquishing your Knight, players will receive a Template Evolution Mod corresponding to one of the non-melee weapon classes: Rifles, Snipers, Shotguns, Secondaries and Bows. While an Evolution Mod is still in its Template form (aka a player hasn’t equipped it or used it at all), it is tradeable with other players. However, once a player begins to imprint on it, it becomes untradeable.
Evolution Mods cannot be equipped by players under MR 10.

Flow_Chart_4_Evolution_Mod_System.png

Influencing Your Mod, Your Way:
Evolution Mods grant bonuses to your weapon in the form of unique passive effects as opposed to purely statistical boosts like how rivens work. This can range from recoil reduction to rewarding headshots with a laser beam! Evolution mods are significantly more powerful than other exilus mods, but have a higher drain cost (11). Killing enemies with a weapon with a Template Evolution Mod causes the Mod to gain Affinity. An Evolution Mod has 3 Ranks, and achieving each rank works similarly to levelling up a weapon or Warframe. 2,000,000 weapon Affinity must be earned to rank the mod up once (this Affinity has to be earned by kills with this weapon- group Affinity will not contribute). At each rank up, the Evolution Mod looks to see what kind of patterns players have done in order to determine what effect it permanently gains.

Rank_0_Rifle_Evolution.png

Rank 1 - Damage Ascension:
Upon achieving Rank 1, the Evolution Mod accounts for whatever damage type you’ve dealt the most of with weapons you’ve equipped it on. For example, if you equip it on the Tigris Prime only, you’ll probably end up with a Slash DamageSlash b Ascension stat. Or perhaps you’ve modded it for ViralViral b- in that case you might end up with a ViralViral b Damage Ascension stat. Players will be able to see what damage type is being dealt the most by an icon on the Mod when viewed in the Arsenal.

Rank_1_Rifle_Evolution.png

Now what does Damage Ascension do? It allows a specific damage type to ignore penalties against certain health, armour, or shield types. Here’s an example:
You have an Evolution Mod equipped on your Zakti. Your Mod grants GasGas b Damage Ascension, and fortunately for you, GasGas b Damage is dealt by the Zakti when its darts explode! Now normally if you used this weapon against a Grineer soldier who has Cloned Flesh, your GasGas b Damage (base 80) would only deal 40 damage thanks to Cloned Flesh’s 50% damage reduction to GasGas b Damage. However, with the mod equipped on your Zakti, you would deal the full 80. This also works with elemental damage that you mod on: say, a HeatHeat b Damage Ascension mod on your Tenora, which you’ve modded for HeatHeat b.

In simple terms, Damage Ascension allows a specific damage type on a weapon to ignore damage penalties.

Rank_2_Rifle_Evolution.png

Rank 2 - Headshot & Bodyshot Enhancements:
Upon reaching Rank 2, your Evolution Mod observes whether or not you tend to land more headshots or bodyshots. It will grant you one of two special bonuses based on your weapon type. Similarly to the first Rank, your mod will tell you whether or not your headshot frequency outweighs your bodyshot frequency.
Here’s a quick table to show what unique effects you can get for each weapon type:

Spoiler

 

WEAPON TYPE:

Rifle

Shotgun

Bow

Sniper

Secondary

BODYSHOT EFFECT:

On 20 Bodyshots*: Next shot lobs a sticky Sentient bomb which detonates after 2 seconds. Deals high damage in a 5m radius.

On Bodyshot Kill: Create a burst of spectral mist centered on yourself with a 6m radius. Enemies that touch the mist are Confused and Slowed.

On 3 Bodyshots: Summon a spectral pair of arms that automatically draws and fires the bow at a nearby enemy’s body. Spectral arrow gains doubled crit damage.

On 10 Bodyshots: Next shot launches a small Sentient drone that detonates, marking all enemies in a 4m radius with a small Bullet Attractor centered on their heads. Enemies with the Bullet Attractor take increased damage from your weapon.

On 15 Bodyshot Kills: Your weapon is automatically reloaded with an extended Sentient Magazine. Grants 50% increased magazine size, 0.5 punchthrough and faster reload speed until next reload.

HEADSHOT EFFECT

On 5 Headshot Kills: Next shot fires a laser with 1.5m punchthrough, dealing high damage.

On 8 Headshot Kills: Generate Overshields equal to a portion of Health (even on non-shield Warframes). Overshields can surpass the normal Overshield limit. While Overshields are active, gain bonus Critical and Status Chance.

On Headshot: Arrow becomes a bolt of energy that returns to you, dealing damage to all enemies along the path and returning to your quiver as ammo. Your next shot also has increased draw speed.

On 6 Headshots: Next shot deals increased damage and creates a powerful singularity for a moment, pulling all enemies within 10m towards the epicenter.

On 25 Headshots:

Your weapon’s shots bounce twice (beam weapons reflect off surfaces). Greatly increased damage after each bounce. Also gain a small fire rate boost. Lasts for 5 seconds.

*for beam weapons, 10 seconds cumulative of having a beam focused on an enemy’s body.

Also note that all effects that deal damage (for example, the Arrow Headshot effect) deal the damage type that the Evolution Mod has granted Damage Ascension to. So an Evolution Mod that has Slash Damage Ascension would deal Slash Damage with the energy bolt as it returns to you (and, this damage will also gain the benefits of Damage Ascension!)

 
Rank_3_Rifle_Evolution_1.png
 
Rank 3 - Utility:
The last Rank of the Evolution Mod grants a random “utility” stat. These stats are already often found on existing mods. This allows players to keep a certain type of utility stat that they had in their build already. This is important because the “feel” of the weapon shouldn’t change too much when equipping this new Evolution Mod (for example, if a player got used to the recoil pattern of the Grakata while using Stabilizer, the absence of that mod might make it feel worse). This is the only part of the Evolution Mod that is randomly generated. However, this stat can be controlled (more later).
List of Stats that can be rolled at Rank 3:
+55% Ammo Maximum
+30% Zoom
-40% Zoom while Aim Gliding
+15% Movement Speed While Aiming
-15% Recoil and Spread While Sliding
-40% Recoil
+15% Accuracy
Weapon is Silenced
+110% Holster Speed
+15% of Magazine Reloaded/s while Holstered
+40% Projectile Speed
-99% Self Damage (Affects Launchers Only)
Grenades Stick to Surfaces ( Affects Launchers Only)

I Don’t Like Where This is Going:
At any point before reaching the next Rank of your Evolution Mod, you can go to the Mod Station in your Orbiter and spend Endo to reset the affinity of your Mod’s current Rank back to 0. Keep in mind that once a Rank is completed, that stat is there for good! For example, let’s say you’re developing your Rank 0 Evolution mod and you see that you’re heading towards getting Slash Damage Ascension. You don’t think you’ll be able to skew the damage to another type before reaching Rank 1. So, you go to the Mod Station and reset the Affinity back to zero- and now you can try again for the damage type you want.
Here’s another example: You’re developing your Rank 1 Mod to Rank 2 by trying to land headshots, but your accuracy today is off! You look and see that your Mod’s Bodyshots are outweighing Headshots. You head over to the Mod Station and spend some Endo to reset it back to the beginning of Rank 1. Now you can try to get headshots again!
Last of all, you can change the third stat (the utility stat) as many times as you want- WITHOUT resetting the mod back to the beginning of the third Rank-up stage. And the Endo cost for this DOES NOT increase.

Utility_Stat_Swap.png

One last thing to note: If an Evolution Mod is still Rank 0, a player can reset it with Endo in their Mod Station and then Trade it as if it hadn’t been touched to begin with.

 

CONTRIBUTORS AND OTHER HELP:

Quote

@R3b3ll10n90s= Mos Naganta original design

@Krion112= Savalyst original design

@Disruptis= Lupulyst improvement suggestions, Cleanse Sentient mod card art, Wytch Core and Enclave Core art, Sentient Knight gameplay development

@RevanGarcia= Ceti Polarities

@Rotomtom= Tau Rail original concept

@(XB1)Fluffywolf36= Original Fuselok, Avakan & Vorticibus design as well as Carcidiode and Nanocrosis art

@(PS4)TwistedInstincts= Tau Hub World improvement suggestions and design, original Trista design

@(PS4)ArlenFiers= Original Anemias design

@rabbitsandroses= Original character designs for Jekelyst, Gafralyst, Etekalyst and Quill Rhett Primary

@lukinu_u= original Phiptelyst design

@The-Runner= Lunar Argon art

@HugintheCrow= original Zaw Strike Designs

@DoubleDamages= Shadow Core art

@(XB1)Kawaii Asa= Tau Bounty Improvement Suggestions

@Blood_Strider= Varakira original designs

@LostEpoch= Tau vegatation art and design

@Unus= Original Cataclysma design

@TheFafalStudios= Judge for Summer 2019 Weapon Contest

@Vosenedich= Judge for Summer 2019 Weapon Contest, Sentient Knight gameplay development, Sentient Knight name generator

@Rozencratz= Judge for Summer 2019 Weapon Contest

@RevanGarcia= Wudian creator

@Loza03= Vikasati creator

@DarkRuler2500= Blastoma creator

@SorinJr= Sentient Knight gameplay development

@CevVile= Sentient Knight gameplay development

Seen on PrimeTime here: https://youtu.be/lbB1Sdvs9zg?t=3427



I will keep updating this list as I come up with new Sentient enemies and other stuff for the world! In the meantime, you can click here to see all of my Sentient artwork. :sentient:

Edited by Almighty_Jado
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Well, I realized that I've made a lot of powerful heavy enemy units, but no "fodder" enemies quite yet. So I present to you the...

SENTIENT LEKALYSTLekalyst by AlmightyJado

Info:
The Lekalyst is a combination melee and ranged enemy. They act as guards at Sentient outposts and space stations, using their Trident Rifle to shoot 'n skewer any foes they come across. Lekalysts are not as deadly as Battalysts when it comes to ranged attacks, and are not as adept at close range fighting as Conculysts are. Instead, Lekalysts are a combination of decent ranged AND melee combat.
Gameplay:
-Lekalysts' head hit box is located in the center of its body (the glowing circle structure). The head-like shape on the top of its body acts as only a sensory station; hitting a Lekalyst there will deal no additional damage. The head hitbox is located at the Lekalyst's center so it can guard it more easily using its arms and weapon to block shots from landing on it. Note that since the Lekalyst's body cavity is hollow, its "head" can be struck easily from behind.
-Lekalysts can stab at nearby Tenno using their Trident Rifles dealing puncture damage
-Lekalysts can fire three-round bursts at Tenno outside of their melee range, dealing impact damage.
-Lekalysts will continually move forward while using ranged attacks in order to get into melee range. They will not seek cover under any circumstance.
-Lekalysts can levitate a few feet off the ground and hover horizontally quickly and suddenly to dodge shots from players or close distance.
-dealing enough damage to the Lekalyst's Trident Rifle (or Disarming it with a Nyx/Loki) will cause it to break off. The Lekalyst will then resort to firing lasers out of its shoulder mounted armour cannons. During this time, Lekalysts can spin around 720 degrees, dealing high radiation damage around them with every spin
-As a Sentient, the Lekalyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Lekalysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-unlike Battalysts and Conculysts, Lekalysts CAN be affected by ragdolling, movement impairing abilities, and status effects.

Edited by Almighty_Jado
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On 4/7/2018 at 1:38 AM, Almighty_Jado said:

Greetings! So recently I found out that Sentients are incredibly fun to draw. Their weird, alien, part organic, part mechanical nature makes them just super easy to experiment with weird yet cool designs. So after drawing a bunch, I decided that it would be fun to not only draw these guys up, but also list them all out with a full in game set of mechanics.
LegionofTauLogo Small by AlmightyJado
And so begins my little venture into "The Legion of Tau." Most of these enemies are designed for open world type level set in the one place every Warframe veteran wants to go: the Tau System, the current homeworld system for the Sentients. All enemies are incredibly powerful and not easy to take down, requiring a huge combination of team coordination, high level weapon and Warframe builds, and situational awareness! As I expand my list of enemies, I may begin to delve into landscape and economy details, but for now I'm going to stick to posting my artwork and writing up 'gameplay'. Leave any comments!
NOTE: Yes, I used Excalibur Umbras as a scale unit. It's supposed to represent the future of Warframe :P

SENTIENT PORTALYST

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Portalyst by AlmightyJado

Info:
Portalysts are Sentient summoner/scout enemies that patrol the skies of Tau Ceti F, scanning patching of the ground with its twin ocular devices. If they spot enemies, they descend to the planet surface and begin to electrocute the ground with Sentient energy using the tendril-like array underneath its main body disk. The Portalyst uses this Sentient energy to temporarily animate raw materials in the earth to fight like Sentient Warriors.
Gameplay:
-Portalysts have very high armour and health, but are not very fast, and rely on Vukolysts to deal damage (no innate attack moves)
-Portalysts have a weakspot behind their head (the neck) which takes massively increased damage.
-can sustain up to 5 Vukolysts at once; killing a Portalyst will cause all of its associated Vukolysts to instantly fall apart and die.
-Operator Void Beams/Amp attacks can be used to strike the blue 'tentacles', which deals no damage to the Portalyst, but will cause all of its summoned Vukolysts to die. This is effectively a way to remove annoying fodder enemies so you can attempt to take down the Portalyst

SENTIENT VUKOLYST

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Vukolyst by AlmightyJado

Info:
Vukolysts are demi-Sentients created and puppeteered by Portalysts. These enemies aren't incredibly powerful, but can deal quite a bit of damage if they are allowed to build up and keep attacking.
Gameplay:
-Vukolysts are melee based attacks, and will opt to attack with melee strikes majority of the time. They can warp-dash short distances to strike at Tenno who are just out of range.
-Vukolysts also have a powerful ranged laser beam attack which they will use if a Tenno evades their melee strikes enough. The Vukolyst will begin to glow a bright blue while "charging up" for 2 seconds before unleashing a laser beam that deals puncture damage with guaranteed proc chance. The laser lasts for 5 seconds, and will tick for damage 5 times every second.

SENTIENT ZORDALYST

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Zordalyst by AlmightyJado
Info:
A tall, powerful Sentient originally designed as a mobile "hacking" platform for Sentient assaults on Cephalon Datavaults. Their polearms could take out entire legions of Dax Soldiers in a single swing. Their ability to connect to and generate Datascapes made them extremely powerful at turning the tides of a battle in mere minutes.
Gameplay:
-Zordalysts are invulnerable to all damage. However, when charging some of their attacks, the center of their "halo" will begin to glow (like in the illustration above). Striking the center with a Void Beam or Amp attack will cause the Zordalyst to take damage equal to 10% of its maximum health, as well as leave it open to weapon attacks for 5 seconds.
-Zordalysts have an extensive attack move list.
-Zordalysts can sweep the ground in front of them in a cone, using their polearm to deal heavy slash-based damage to any Tenno caught in the area of effect.
-Zordalysts can jab at nearby Tenno using the pointed spearpoint on the bottom of their staff, dealing massive puncture damage.
-Zordalysts can sweep with their bladed feet 360 degrees around themselves, knocking down all Tenno hit and dealing slash damage.
-Zordalysts can charge a powerful shot from their railgun limb (the limb with the 3 rings), instantly killing any Tenno hit by it. Also causes a magnetic proc in a large area of effect around the point of impact. This ability has a 5 second charge up time and can be interrupted by firing Void Beam/Amp attacks into the center of the "halo"
-Zordalysts can use their key limb (the limb that resembles an energy blade) to tear open a portal to a confined Datascape. The Zordalyst will quickly slash the air, opening a large, Rift-like portal that causes all Tenno in a large radius to gravitate in. This portal can be prematurely closed and any Tenno sucked in will be released if the Zordalyst's "halo" is struck by Void Beams or Amp attacks.
-If all 4 squad members get sucked into the Datascape,  they must fight the Zordalyst inside the Datascape, which appears as a small, digital arena. While in the Datascape, the Zordalyst summons Eradicysts to help attack. The Zordalyst will also regenerate health overtime. In order to stop the Zordalyst from healing, and to escape the Datascape, the players must attack its "halo" like normal, causing the Zordalyst to lose 25% of its maximum health, transporting all 5 entities back to the normal battlefield, and leaving the Zordalyst open for 8 seconds of attack.

RANJALYST AND ISALYST

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Isalyst with Ranjalyst by AlmightyJado

Info:
The Isalyst is a quadruped, heavily armoured Sentient machine that plods slowly through the battlefield, soaking up and shrugging off damage. It is equipped with a powerful antimatter mortar capable of ravaging squads with a single shot.
The Ranjalyst is a small, hovering Sentient drone deployed by Isalysts. Ranjalysts act as spotters for Isalysts.
Gameplay:
-Isalysts have low health, but are immune to all status effects, and have incredibly high armour values, and also come with a very large shield
-Isalysts will always try to summon a Ranjalyst if it does not have one associated with it. If its Ranjalyst is destroyed (and they are easy to destroy), it will take 15 seconds for it to deploy another one. Isalysts deploy Ranjalysts by opening up its 4 "faceplates". This is its weakness: Isalysts' shields are deactivated during this time, and shooting one inside its faceplates ignores all of its armour.
-Ranjalysts can fly up to 300 meters away, and can target Tenno up to 100 meters away. If a Tenno is targeted by a Ranjalyst, its associated Isalyst will begin rapidly firing mortar shots on the Tenno's location (with an effective range of 400 meters). Mortar shots deal high radiation damage in a 20 meter radius. Mortar shots travel slower the farther away from the Isalyst the players are; the closer to the isalyst you are, the lower the trajectory of the projectiles, and they will approach you faster. Mortar shots glow a bright blue in the sky, so they can be easily seen but will cause a lot of troubles if players are not paying attention. Similar to Grineer mortars in the Plains of Eidolon.
-Isalysts can use a stomp move similar to the Jackal's attack if players are nearby. Each stomp creates a shockwave that expands outwards quickly, knocking players down and away.

SENTIENT FERROLYST

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sFerrolyst by AlmightyJado

Info:
The Ferrolyst is an ancient, dirt covered Sentient that spends most of its time buried underground, in a hibernating state. These huge Sentients were once used for the original Terraforming of the planets in Tau's system, intended for precisely altering the landscape in small areas. Their potent abilities to change gravity by changing the density of the ground, change air temperature, and other environmental aspects make them incredibly powerful Sentients in combat.
Gameplay:
-Ferrolysts usually remain buried underground, with only the 4 "prongs" on top of its main carapace exposed. If enough Sentients are killed nearby the prongs, the Ferrolyst will 'awaken,' causing the ground to begin to rumble violently, with glowing cracks forming in the ground. After 10 seconds, the ground erupts, dealing massive damage to any Tenno caught in the area as the Ferrolyst emerges onto the surface.
-Ferrolysts have 3 combat stages, similar to Eidolon bosses.
STAGE ONE:
-The Ferrolyst slowly lumbers around, using attacks periodically while remaining invulnerable to all forms of damage except Void; its overshields must be depleted exactly like the Eidolon using Amps and Void beams
-The Ferrolyst can increase the gravity in a 100 meter radius around itself for 20 seconds, causing all Tenno in the area to have a greatly decreased ability to move vertically, affecting jumping, bullet jumping, and any abilities that pull players upwards, like Zephyr's Tailwind, Valkyr's Ripline, etc. Void Mode cancels out this gravity well, meaning Void Dash is not affected. In addition, players who get knocked down take twice as long to stand back up while in the gravity well. This ability is mainly used by the Ferrolyst to make it harder for players to dodge its other attacks, as well as other Sentients' attacks.
-The Ferrolyst can release an acid from underneath its "head," leaving patches of chemicals that deal Corrosive damage per second with a high status chance.
-The Ferrolyst can be damaged by depleting its shields and then destroying one of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst will reactivate its shields and begin stage 2.
STAGE TWO:
-The Ferrolyst no longer moves, but becomes more dangerous. Its shields must be depleted again with Void Beams or Amps
-The gravity well gains an additional 100 meters of radius for a total of 200 meters
-The acid rain patches are released more frequently.
-The Ferrolyst gains the ability to leap up to 50 meters in a direction, dealing impact damage in a 75 meter radius as well as causing several rock walls to pop out of the ground, each one lasting for 60 seconds. Rocks walls must be climbed over, and act mostly as obstacles for players to overcome
-The Ferrolyst gains the ability to alter the air temperature so that it becomes very hot. It begins to target an area before causing that area to drastically heat up, dealing heat damage to any players in the zone, as well as inducing a heat proc
-The Ferrolyst can also decrease the air temperature, targeting an area and dealing cold damage while inducing a cold proc
-The Ferrolyst can begin to pour large thunderclouds from its 4 back "prongs," which fire lightning bolts at Players dealing electrical damage. These lightning bolts CANNOT BE DODGED, but do not deal heavy damage, forcing players to prepare for a consistent source of incoming damage for a short period.
-The Ferrolyst can be damaged by depleting its shields and then destroying the last of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst's two legs will fall apart, causing its head to fall to the ground. Stage 3 then begins.
STAGE THREE:
-The Ferrolyst no longers moves, and no longer has shields, so it may be damaged directly. Remember that it is now immune to two different damage types. It also becomes increasingly dangerous as it attempts to fight to its last breath
-The gravity well gains an additional 100 meters of radius for a total of 300 meters. Additionally, the gravity well is permanently activated until the Ferrolyst's death
-the acid rain patches are now always present around the Ferrolyst's head as acid continually pours out of its skull
-The Ferrolyst's temperature altering abilities are now more frequent and deal more damage
-The Ferrolyst no longer creates stormclouds, but summons electrified tornadoes that move quickly and deal electricity damage per second. Players must stay on their toes to avoid these!
-The Ferrolyst also calls Portalyst reinforcements periodically during Stage 3.
-The Ferrolyst is defeated when players deal enough damage to its head

I will keep updating this list as I come up with new Sentient enemies! In the meantime, you can click here to see all of my Sentient artwork.

 

 

43 minutes ago, Almighty_Jado said:

Well, I realized that I've made a lot of powerful heavy enemy units, but no "fodder" enemies quite yet. So I present to you the...

SENTIENT LEKALYSTLekalyst by AlmightyJado

Info:
The Lekalyst is a combination melee and ranged enemy. They act as guards at Sentient outposts and space stations, using their Trident Rifle to shoot 'n skewer any foes they come across. Lekalysts are not as deadly as Battalysts when it comes to ranged attacks, and are not as adept at close range fighting as Conculysts are. Instead, Lekalysts are a combination of decent ranged AND melee combat.
Gameplay:
-Lekalysts' head hit box is located in the center of its body (the glowing circle structure). The head-like shape on the top of its body acts as only a sensory station; hitting a Lekalyst there will deal no additional damage. The head hitbox is located at the Lekalyst's center so it can guard it more easily using its arms and weapon to block shots from landing on it. Note that since the Lekalyst's body cavity is hollow, its "head" can be struck easily from behind.
-Lekalysts can stab at nearby Tenno using their Trident Rifles dealing puncture damage
-Lekalysts can fire three-round bursts at Tenno outside of their melee range, dealing impact damage.
-Lekalysts will continually move forward while using ranged attacks in order to get into melee range. They will not seek cover under any circumstance.
-Lekalysts can levitate a few feet off the ground and hover horizontally quickly and suddenly to dodge shots from players or close distance.
-dealing enough damage to the Lekalyst's Trident Rifle (or Disarming it with a Nyx/Loki) will cause it to break off. The Lekalyst will then resort to firing lasers out of its shoulder mounted armour cannons. During this time, Lekalysts can spin around 720 degrees, dealing high radiation damage around them with every spin
-As a Sentient, the Lekalyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Lekalysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-unlike Battalysts and Conculysts, Lekalysts CAN be affected by ragdolling, movement impairing abilities, and status effects.

Hmmmm. . . starting off, I felt a bit . . . I think the only term I can use is the Internet "Meh" about the Port, the Lek, and the Ran/Isa combo. I don't know what it is, but, it's just some odd irrepressible neutrality that neither loves or hates them for some reason.

 

The Ferrolyst is certainly good, an Excellant "Greater Then Eidolon" response unit to have in the field, if slightly more complex and difficult.

 

But, that Zordalyst? Mmmmm mmm! I love the uniqueness you've implanted into this tall brute! Neither bullet sponge nore pushover, to say nothing of it's "flip the battlefield COMPLETELY on it's head" capabilities. Superb job on that Tiki Titan of Terror!

Oh, and that header piece? Mmmmmm tasty! And you made it all yourself. Always happy to see mixed talent appear around here!

 

Hm, reminds me that I need to further refine my own Sentient collection, been needing to complete "The Golden One's" uncanny-valley-induceing foot-troops. Thanks for the accidental reminder!

Edited by Unus
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More fodder/common enemy types are still needed, so I made another. This one is based off of @Krion112's Infested Assassin unit from like 4 years ago

SENTIENT SAVALYST
Savalyst by AlmightyJado

Info:
The Savalyst is a Sentient heavy ground unit that bears high armour and powerful long range attacks. It is also capable to increasing that damage of other ground-based Sentients. Deciding whether or not to focus these tanky, powerful marksmen Sentients is a tough decision- they're not easy to kill, but they also can rack up tons of damage from afar if not taken care of! They are armed with energy forks and electricity-shooting antennae.
Gameplay:
-Savalysts try to avoid melee encounters with Tenno, constantly backing up if players are too close.
-Savalysts' main method of attack is to fire explosive electric orbs with their tuning fork-like arms, dealing heavy damage. These energy forks can each focus on a different player, allowing Savalysts to focus down two players at once. Note: Savalysts have a three pronged energy fork on their left arm, allowing them to shoot two orbs at once; players targeted by this arm are susceptible to higher amounts of damage. Be wary!
-The Savalyst's arms can be removed by shooting them, or with Loki's Radial Disarm/Nyx's abilities. It is possible to remove both of their arms rendering them unable to attack normally, though this does not bar them from using their electricity zapping attack (see below). They may occasionally abandon the battle to retrieve their arms one at a time.
-Savalysts will discharge constant streams of electricity from their three antennae at players within 10 meters, dealing electricity damage that ramps up overtime, becoming deadlier the longer players are in contact with the stream.
-Savalysts cannot adapt to damage types, but can harness damage dealt by players to buff their allies. Everytime Savalysts take 20% of their health as damage, they store the majority damage element used inside their "ribcage" compartment as a glowing sphere of energy. Savalysts can transfer this energy using their antennae to zap an allied Sentient, granting them a damage boost for 10 seconds according to the corresponding element, as well as boosting that Sentient's attacks to have 100% status chance.

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In an attempt to try and integrate some Archwing into the open world of Tau, I came up with an aerial bombardment Sentient that requires an Archwing to perform suborbital flight in order to access its weak spot!

SENTIENT KINOLYST
Sentient Darkwing Archer [PH] by AlmightyJado

INFO:
Kinolysts are high-flying, Sentient gunships that drop powerful photon bombs on enemies. They were often deployed ahead of advancing Sentient ground troops to punch holes in Orokin and Tenno defenses. They come equipped with deadly anti-air batteries to deal with threats above them trying to blast through the weakpoint in their shields.
GAMEPLAY:
-Kinolysts project a powerful energy field around them, nullifying all damage that manages to strike them. The only weak spot in their defenses is the field emitter located on the top of their main body compartment. The field appears as an indentation with a glowing center core. Players must shoot this weak spot in order to actually damage and destroy the Kinolyst
-Kinolysts fly at altitudes of between 500 and 900 meters above the ground. This means archwings must be used in order to fly above the Kinolyst and target the weak spot.
-Kinolysts launch ballista-like bolts of energy from their "mandibles" which fall vertically downwards upon Tenno. A marker appears on the ground in order to warn players of the impending bomb, similar to Grineer Orbital Bombardment (from Vay Hek's and Kela de Thaym's boss fights) as well as Corpus Orbital Bombardment (from Ambulus boss fight). Upon contact with a Tenno, or a surface, the bomb will explode, dealing blast damage, while also firing laser beams horizontally from ground zero, akin to a form of shrapnel. The lasers deal small amounts of Radiation damage.
-Kinolysts can use their 4 gun batteries on their topside to fire at Tenno who are flying above them. Shots from these batteries travel at a moderate velocity, but are launched in rapid fire, forcing Tenno in Archwings to stay mobile, or die.
-all four of a Kinolyst's batteries have individual health bars and can be destroyed!
-Kinolysts can be stood on, if the player chooses to exit their archwing on top of one. Just prepare for a long fall if you blow it up
-as Kinolysts are a major damaging unit that require additional effort to destroy, they are rarely encountered, and often appear solo or in pairs. In particularly heated fights, 3 may spawn at once.

Edited by Almighty_Jado
Guns can now be destroyed, and Kinolysts can be stood on
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Time to make some more fodder enemies!

SENTIENT CERBELYST

Cerbelyst by AlmightyJado

INFO:
Cerbelysts were designed as hound-like storm troopers. They would rush straight at Dax soldiers during the old war, causing panic and distraction while the more ranged-based Sentients could lay waste to their enemies from afar. On Tau, players will face a similar situation; the in-your-face assault from these four-legged monsters while Lekalysts and other Sentients peg you from the backline. Orokin records also spoke of Cerbelysts' ability to fuse together into a larger and greater threat.
GAMEPLAY:
-Cerbelysts have the same attack and behaviour patterns as Feral Kubrows and Drahks. Their design is meant to fit on the same skeleton.
-Cerbelysts have low health and don't deal massive damage on their own, but can become a significant threat if you let enough of them chase you down.
-Cerbelysts have very high movement speed, with a top speed of 2.50, making them very hard to shake.
-As a Sentient, the Cerbelyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of their glowing 'tail' changes colour to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Cerbelysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-Cerbelysts will fuse together to form a Lupulyst if the following criteria are met: there is more than 1 player in the squad, and there are at least 10 Cerbelysts within 100 meters.

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Alright folks, I'm not done with Sentient enemies, but what's an update without Tenno Reinforcements?! Special thanks to @R3b3ll10n90s for the original conception of the Mos Naganta.

DAX DOWAGER
Dax Dowager Heavy Blade by AlmightyJado

Info:
This Heavy Blade was used by Dax guards stationed throughout the Orokin empire. The blade has fallen since, but Tenno hands may breath new life into it in their newfound war.
Stats:
MR: 16
Slot: Melee
Type: Heavy Blade
Attack Speed: 1.1
Channeling Damage: 1.6x
Block Resist: 85%
Base Damage: 5 Impact b, 90 Puncture b, 90 Slash b
Total Damage: 185
Crit Chance: 20%
Crit Multiplier: 2.4x
Status Chance: 26%
Polarities:Vazarin Pol
Stance Polarity:Madurai Pol
Special Property: Channeling increases the weapon's base range by 80%. NOTE: Reach or Primed Reach will not include this bonus range while channeling; these mods will take the weapon's non-channeled range into account even during channeling

MOS NAGANTA
Mos Naganta by AlmightyJado
Info:
Overcome any Sentient's power with this powerful bolt-action rifle.
Stats:
MR: 16
Slot: Primary
Type: Rifle
Trigger Type: Semi-Auto (bolt action)
Ammo Type: Rifle
Noise Level: Alarming
Fire Rate: 100.2 RPM
Accuracy: 90.5
Magazine: 3
Max Ammo: 500
Reload Time: 1.0 s/bullet
Damage: 300
Crit Chance: 30%
Crit Multiplier: 3.0x
Status Chance: 0.0%
Polarities: Naramon PolNaramon Pol
Alternate Fire: Switches primary damage type between the 3 different IPS damage types (very effective for use against the ever adapting Sentients!) NOTE: 120% IPS mods only affect the damage type currently in action. Equipping all 3 will cause all 3 firing modes to deal the same damage, while only equipping 2 of them will cause only 2 of the firing modes to be as powerful.
Other Ability: The Mos Naganta reloads similarly to the Corinth/Zarr, meaning it can be fired even though the magazine is not full. However, for each bullet chambered, multishot increases by 100%, and adds 0.5 punch through; firing completely unloads the magazine, launching all bullets at once, meaning the weapon must be reloaded after EVERY shot.

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Hey, so I've gotten some PMs from people who have ideas for Sentients, and so I'd encourage anyone who have ideas for Sentients to post them! Also, any artists out there with Sentient forms in their heads are more than welcome to post here! Don't worry, I'll make sure if I immortalize your stuff that you are credited properly!

Also, be sure to leave any comments, questions or suggestions!

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6 hours ago, Almighty_Jado said:

Hey, so I've gotten some PMs from people who have ideas for Sentients, and so I'd encourage anyone who have ideas for Sentients to post them! Also, any artists out there with Sentient forms in their heads are more than welcome to post here! Don't worry, I'll make sure if I immortalize your stuff that you are credited properly!

Also, be sure to leave any comments, questions or suggestions!

Wait, your. . . uh, your sure?

 

Alright. . . uh, here's a set of short stories I've been working on. The first is about the origins of Hunhow and Natah. The second is about the current denizens of the Fifth world, including some units. There's a third on the way about an interesting breed who came on the last ship.

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On 4/19/2018 at 11:20 AM, (XB1)c0d3manb said:

I love the concept. I think you should get in touch with this guy to make a mega concept. (Maybe his quest leads to your open world)

 

I remember reading your concept a while back, I thought it was quite interesting, although if it is an event/operation, it wouldn't quite be a reliable way of getting to Tau. I still think your idea is phenomenal, and seeing a greater Sentient threat on the plains would be fun as heck!

I must ask, why use Decaying Sentients? Decaying Sentients only appear in the Void, where they are being poisoned by it.

Edited by Almighty_Jado
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14 hours ago, Almighty_Jado said:

I remember reading your concept a while back, I thought it was quite interesting, although if it is an event/operation, it wouldn't quite be a reliable way of getting to Tau. I still think your idea is phenomenal, and seeing a greater Sentient threat on the plains would be fun as heck!

I must ask, why use Decaying Sentients? Decaying Sentients only appear in the Void, where they are being poisoned by it.

Oh, it isnt my concept. I just thought it would be super cool if these concepts were combined.

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Ah, the potential for idea collaboration, how I've missed seeing it's like in my Warframe travels. Really have to figure out how to make it work without having any artistic skills at all on my end.

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3 hours ago, (XB1)c0d3manb said:

Oh, it isnt my concept. I just thought it would be super cool if these concepts were combined.

Ah, my mistake. I should leave that question on the thread. Thanks for your input though :)

2 hours ago, Unus said:

Ah, the potential for idea collaboration, how I've missed seeing it's like in my Warframe travels. Really have to figure out how to make it work without having any artistic skills at all on my end.

Artistic skills aren't everything! Ideas and concepts are just as important! And I've seen your mosh pit ;)

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Time to introduce a REAL Sentient Boss! Although Ferrolysts could be considered to be bosses, they're more designed to be additional threats that players must watch out for while engaging other Sentient forces. So, without further ado:

SENTIENT RAZELYSTSentient Field Boss 1 by AlmightyJado

Info:
Powerful and rare Sentient warriors designed by greater Sentient minds who have studied Tenno attack patterns and combat styles from engagements during the Old War. These fearsome soldiers have the mobility of a Warframe, backed by Sentient adaptations and weaponry.

Gameplay:
-Razelysts are intended to be Field Bosses encountered during either very high intensity combat, or high level "bounty missions" (coming soon!)
-Razelysts' arm cannon has 4 different attack associated with it.
-Razelysts can scorch players at medium range (9-20 meters away) with a plasma thrower, blanketing a cone in blue fire which deals a very high amount of Heat Damage per second.
-Razelysts can fire energy bolts at long range, aimed at players over 20 meters away. The bolts deal medium puncture damage, and have a brief travel time, making them easier to dodge while keeping on the move.
-Razelysts will sometimes charge up a powerful laser blast from its arm cannon. The Razelyst will begin to glow blue, generating a shield that blocks all incoming damage with the exception of Void. After 10 seconds of charging, the Razelyst unleashed a wide, long range ray that deals 10% of a player's maximum EHP per second for 10 seconds as Finisher Damage. This laser has insanely good tracking, meaning the only way to defend against this attack once it has begun is to break line of sight. The Razelyst WILL target another player instantly if line of sight is broken while the laser is still active, so everyone stay alert! This attack CAN be interrupted if players can break the Razelyst's shield during the charge up time using their Operators.
-Razelysts can swipe with their arm cannon's bayonet at nearby players, dealing moderate Slash Damage
-Razelysts' Arm Cannon has a hidden, separate health pool than the actual Razelyst. This means that dealing enough damage to the Cannon can cause it to explode off, causing the Razelyst to instantly lose 40% of its current health. Once the cannon is broken off, the Razelyst loses access to the 4 attacks listed above, but gains 2 new ones, listed below. THIS IS AN OPTIONAL OBJECTIVE; RAZELYSTS CAN BE KILLED WITHOUT DESTROYING THEIR ARM CANNON
-disarmed Razelysts have deadly energy whips trailing out of their arm cannon's synovium, which they can use to whip at players up to 10 meters away, dealing high radiation damage
-disarmed Razelysts can also use their energy whip to "harpoon" players (just like Scorpions and Ancients), dealing low Magnetic Damage, knocking down the player and dragging them towards it, and also applying a Magnetic Proc.
-Razelysts are extremely mobile. Their top sprint speed is equivalent to the average of all the players' sprint speeds, and will often use side rolls to dodge projectile attacks. If under attack by a melee-wielding Tenno, Razelysts can bullet jump vertically upwards, dealing low Blast Damage to nearby players, knocking them down.
-Razelysts' legs have separate health pools, just like the arm cannon. Dealing enough damage to the legs will cause them to explode off, causing the Razelyst to lose 40% of its current health. Razelysts will then generate energy-like tendrils that allow it to 'hover'. Razelysts will be significantly slower, and lose the ability to dodge and bullet jump. THIS IS AN OPTIONAL OBJECTIVE; RAZELYSTS CAN BE KILLED WITHOUT DESTROYING THEIR LEGS.
-Razelysts have one last attack that is always available to them. They may grapple an extremely close by player with their 3-fingered hand, wrapping around that Players' skull and immobilizing them, causing them to be unable to move, attack, cast abilities, or use gear. Razelysts will hold onto the player for up to 20 seconds, or until killed/legs destroyed/arm cannon destroyed. The player who is incapacitated takes Impact damage over time, and is still vulnerable to other Sentients' attacks. Razelysts will continue to move around and attack while a player is grabbed.
-As a Sentient, the Razelyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of their glowing synovium will change to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Razelysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-Health lost from loss of arm cannon or legs will not cause any damage resistances to form!

Voicelines/Transmissions:
Spawning In:
"You are Natah's newfound children? Despicable."
"Natah, how dare you turn your back on your people and side with these foul beings?"
"You trespass on our world. Punishment shall be delivered swiftly by my own hand."
In Combat:
"You cannot defeat me, Tenno. I know your ways."
"Your skills are mine. We have adapted, as we always have, as we always will."
Upon Player Downed:
"Foolish Tenno, Sentient might has shown you the path."
"Stay down, Tenno. You will rest easy once your comrades join you in the grave."
Killed:
"You think you can defeat us? One shall replace me soon enough..."
"Your true... *glitches*... heritage, Natah... you... betrayed not only your father *glitches* but us... all..."
"This... this isn't over, Tenno...!"

Edited by Almighty_Jado
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