Archon Shards are permanent upgrade items taken from Archons and used by the Helminth to further enhance a Warframe.
Lore[]
Archon Shards are used by Narmer's Archons, giving them immense energy and life. The Archons can also use the energy from the shards to reanimate slain Sentients, and allows the Archons to reanimate themselves if they fall in battle. This can be countered by removing the shard from the body of the Archons, as without the shard, the Archon merely slumps over and perishes.
Types[]
As of the Whispers in the Walls expansion, there are six types of Archon Shards:

Offer buffs based around

Archon Shards can also have "Tauforged" variants, which are rarer but have 1.5x higher stat bonuses than their regular variants.
Acquisition[]
- Archon Shards are awarded from Archon Hunts:
Crimson from Archon Amar,
Amber from Archon Nira, and
Azure from Archon Boreal. The Shard has an 80% chance of being a normal variant and 20% of being Tauforged.
- If a normal variant is awarded, the chance of receiving a Tauforged increases by 20% which resets upon earning one, tracked individually for each shard type.
- Taking the increasing drop rates after not getting a Tauforged into consideration, the effective chance for a Tauforged is around 39.83%.
- One normal Crimson, Amber, and Azure Archon Shard that rotates its color weekly can be purchased from Bird 3 of Cavia for
30,000, requiring players to be at Rank 5 - Illuminate to purchase.
- Crimson, Amber, and Azure Archon Shards are available as common loot from the Netracells or Deep Archimedea in Albrecht's Laboratories, with their Tauforged variants able to be rolled as rare loot.
Topaz,
Violet, and
Emerald Archon Shards are only obtainable through Coalescent Fusion of two Crimson, Amber, and Azure Shards.
Source | Reward | Chance | Expected | Nearly Guaranteed | |
---|---|---|---|---|---|
Archon Hunt | Common ![]() |
80%* | 1 – 2 | 4 ± 1 | |
Tauforged ![]() |
20%* | 5 | 31 ± 10 | ||
Netracells | Common ![]() |
52.5% | 1 – 2 | 9 ± 3 | |
Tauforged ![]() |
12.5% | 8 | 52 ± 17 | ||
Deep Archimedea | Silver Reward Pool | Common ![]() |
52.5% | 1 – 2 | 9 ± 3 |
Tauforged ![]() |
12.5% | 8 | 52 ± 17 | ||
Gold Reward Pool | Common ![]() |
39.4% | 2 – 3 | 14 ± 5 | |
Tauforged ![]() |
25.6% | 3 – 4 | 23 ± 8 | ||
Diamond Reward Pool | Tauforged ![]() |
50% | 2 | 10 ± 3 |
*Tauforged variants' drop chance increases if a normal variant is awarded.
Usage[]
The Helminth can be enhanced to imbue Archon Shards obtained from Archon Hunts to the currently equipped Warframe, providing permanent stat bonuses. Archon Shard imbuing requires installing the Helminth Archon Shard Segment, whose blueprint is obtained from completion of the Veilbreaker quest.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 50,000 |
![]() 2 |
![]() 10 |
![]() 5 |
![]() 50 |
Time: 24 hrs |
Rush: ![]() | |||||
![]() |
Each Shard provides a selection from five stats and only one can be chosen per Shard (though the same bonus can be chosen again if multiple Shards of the same colour are socketed in the same Warframe), and each Warframe has 5 available Shard slots. Tauforged Archon Shards provide 1.5x stronger boosts than their normal counterparts.
Shards can be unsocketed and returned at the cost of 30% Bile.
Once a shard has been socketed, it will appear in the Arsenal for that Warframe for quicker access to the imbuement system.
There are three primary Shard colors: Crimson Archon Shard,
Amber Archon Shard, and
Azure Archon Shard
Fusion[]
Upon reaching Rank 2 - Researcher in the Cavia Syndicate, the blueprint for the Helminth Coalescent Segment becomes available for purchase from Bird 3 for
30,000. This segment allows the player to fuse Archon Shards to grant them more power.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 50,000 |
![]() 50 |
![]() 5 |
![]() 5 |
![]() 25 |
Time: 24 hrs |
Rush: ![]() | |||||
![]() |
Coalescent Fusion[]
Coalescent Fusion allows the player to fuse two of the three primary Shard colors to form a new type of Archon Shard, featuring unique upgrades.
When selecting the Coalescent Fusion option in the Archon Shard menu, the player will be prompted to choose from any of the unslotted Shards they own. Normal Archon Shards can only be fused with other normal Shards; likewise, only Tauforged Shards can be fused with other Tauforged Shards to create a Tauforged variant. Once a selection has been made, the Helminth requires a sacrifice of 50 Stela to commence fusion.
- Combining
Crimson and
Azure creates a
Violet Archon Shard.
- Combining
Crimson and
Amber creates a
Topaz Archon Shard.
- Combining
Amber and
Azure creates an
Emerald Archon Shard.
The fusion is permanent and cannot be reversed. The player is prompted to type CONFIRM before fusing.
Ascent Fusion[]
Ascent Fusion allows fusing three primary Shard colors to convert them into a Tauforged.
When selecting the Ascent Fusion option in the Archon Shard menu, the player will be prompted to choose from any of the unslotted primary color Shards they own. Once a selection has been made, the Helminth requires a sacrifice of 100 Stela to commence fusion.
- Combining three
Crimsons creates a
Tauforged Crimson Archon Shard.
- Combining three
Ambers creates a
Tauforged Amber Archon Shard.
- Combining three
Azures creates a
Tauforged Azure Archon Shard.
The fusion is permanent and cannot be reversed. The player is prompted to type CONFIRM before fusing.
Shard Buffs[]
Stats in parenthesis refer to Tauforged Archon Shards.
Crimson Archon Shard[]
- +25% (+37.5%) Melee Critical Damage
- Critical Damage bonus is additive with similar buffs such as
Organ Shatter.
- Affects Exalted Weapons of the appropriate class, and abilities that inherit modded stats of melee weapons such as
Whipclaw.
- Critical Damage bonus is additive with similar buffs such as
- +25% (+37.5%) Primary Status Chance
- Status Chance bonus is additive with similar buffs such as
Rifle Aptitude
- Affects Exalted Weapons of the appropriate class.
- Status Chance bonus is additive with similar buffs such as
- +25% (+37.5%) Secondary Critical Chance
- Critical Chance bonus is additive with similar buffs such as
Pistol Gambit
- Affects Exalted Weapons of the appropriate class.
- Critical Chance bonus is additive with similar buffs such as
- +10% (+15%) Ability Strength
- Bonus is additive with similar buffs
- +10% (+15%) Ability Duration
- Bonus is additive with similar buffs
Amber Archon Shard[]
- +30% (+45%) Maximum Energy is filled on Spawn
- Bonus is additive with similar buffs such as
Preparation
- Bonus is additive with similar buffs such as
- +100% (+150%) Effectiveness on Health Orbs
- Bonus is additive with similar buffs such as
Mending Shot
- Bonus does not affect
Equilibrium's conversion.
- Bonus does affect
Equilibrium's conversion on Health Orbs from dispensers in Arena gamemodes.
- Bonus does affect
- Bonus is additive with similar buffs such as
- +50% (+75%) Effectiveness on Energy Orbs
- Bonus is additive with similar buffs such as
Energizing Shot
- Bonus does not affect
Equilibrium's conversion.
- Bonus does affect
Equilibrium's conversion on Energy Orbs from dispensers in Arena gamemodes.
- Bonus does affect
Zenurik's
Energy Pulse is applied after the effects. With one Shard, Energy Pulse will grant ⌊25 * 1.5 * 0.5⌋ = 18 energy over 5 seconds, as opposed to ⌊25 * 0.5⌋ = 12.
- Bonus is additive with similar buffs such as
- +25% (+37.5%) Casting Speed
- Bonus is additive with similar buffs such as
Natural Talent
- Bonus is additive with similar buffs such as
- +15% (+22.5%) Parkour Velocity
- Bonus is additive with similar buffs such as
Mobilize
- Bonus is additive with similar buffs such as
Azure Archon Shard[]
- +150 (+225) Health
- Flat value increase after all bonuses are applied
- +150 (+225) Shield Capacity
- +50 (+75) Energy Max
- +150 (+225) Armor
- Flat value increase after all bonuses are applied
- +5 (+7.5) Health/s Regenerated
- Flat value increase after all bonuses are applied
Violet Archon Shard (
Crimson +
Azure)[]
- Gain +10% (+15%) Ability Damage on enemies affected by
Electricity Status.
- Ability Damage bonus is a unique modifier, and is only given by Archon Shards.
- Ability Damage bonus does not double dip on Status Damage caused by abilities.
- Gain +30% (+45%) Primary
Electricity Damage. Gain an additional +10% (+15%) per Crimson, Azure, or Violet Archon Shard equipped.
- Bonus is additive with similar buffs such as
Stormbringer.
- Bonus is additive with similar buffs such as
- Gain +25% (+37.5%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles.
- Critical Damage bonus is additive with similar buffs such as
Organ Shatter.
- Affects Exalted Weapons of the appropriate class, and abilities that inherit modded stats of melee weapons such as
Whipclaw.
- Critical Damage bonus is additive with similar buffs such as
- Health pickups give +20% (+30%) Energy. Energy pickups give +20% (+30%) Health.
- Bonus is additive with similar buffs such as
Equilibrium.
- Bonus is additive with similar buffs such as
Topaz Archon Shard (
Crimson +
Amber)[]
- Gain 1 (2) Health per enemy killed with
Blast Damage. Max 300 (450) Health.
- Flat value increase after all bonuses are applied
- Bonus is reset upon consuming a revive.
- Regenerate +5 (+7.5) Shields when you kill an enemy with
Blast Damage.
- Does not generate Overshields.
- Does not apply when Shield Gating occurs; players must wait for shields to recharge for the effect to apply.
- Increase Secondary Critical Chance by 1% (1.5%) every time you kill an enemy affected by
Heat Status. Max 50% (75%).
- Critical Chance bonus is additive with similar buffs such as
Pistol Gambit
- Bonus is reset upon consuming a revive.
- Critical Chance gained on kill and Maximum Critical Chance bonus stacks with each shard embedded for this bonus. For example, a Tauforged and a normal shard embedded in the same Warframe will grant a per-kill bonus of +2.5%, resulting in a maximum of 125%.
- Critical Chance bonus is additive with similar buffs such as
- Gain +10% (+15%) Ability Damage on enemies affected by
Radiation Status.
- Ability Damage bonus is a unique modifier, and is only given by Archon Shards.
- Ability Damage bonus does not double dip on Status Damage caused by abilities.
Emerald Archon Shard (
Amber +
Azure)[]
Toxin Status Effects deal +30% (+45%) more damage.
- Bonus is additive with similar buffs such as
Boreal's Contempt.
- Bonus is additive with similar buffs such as
- Recover +2 (+3) Health each time enemies are damaged by a
Toxin Status Effect.
- Gain +10% (+15%) Ability Damage on enemies affected by
Corrosion Status.
- Ability Damage bonus is a unique modifier, and is only given by Archon Shards.
- Ability Damage bonus does not double dip on Status Damage caused by abilities.
- Increase max stacks of
Corrosion Status by +2 (+3).
- Increase is applied to Status Capped enemies.
Notes[]
- Selling or subsuming a Warframe equipped with Archon Shards will cause those shards to be lost.
Trivia[]
- As of now, the Emerald and Violet Archon Shards currently do not have a known associated Archon lore-wise, mainly due to them only obtainable by fusing Shards.
- Pazuul has an orange Archon Shard similar to the Topaz one, jammed across his skull.
Patch History[]
Update 36.0 (2024-06-18)
- Topaz Archon Shards have been changed to grant Shields from enemies hit by Blast Damage to enemies killed with it.
- The description in-game has always stated “Kills” but this was not actually the case - Shields were being regenerated from enemies hit with Blast Damage. While we understand that this changes the efficacy of the perk and deviates away from what players have been used to, the change was made to avoid photosensitivity issues resulting from Shields breaking and recharging quickly in certain scenarios (ex: Mesa’s Peacemaker Regulators with Blast Damage).
Hotfix 35.5.6 (2024-04-10)
- Fixed the UI backtracking after opening the Archon Shards screen via the Arsenal and quickly selecting the “Archon Shards” button in the Helminth screen.
Update 35.5 (2024-03-27)
- Weekly Archon Shard Offering Moved to Sanctum Anatomica
Weekly rotating Archon Shard Offerings have been moved out of Chipper’s Store and are now available from Bird3 in the Sanctum Anatomica! The Archon Shard is specifically in their Shiny Treasures offerings.
The weekly Archon Shard becomes available once you’ve reached Rank 5 with The Cavia Syndicate and can be purchased for 30k Cavia Standing.
Having them at Chipper meant players had to repeat Break Narmer missions weekly to acquire the Stock needed to purchase them. In an effort to make Archon Shards more accessible and to refresh the gameplay path to acquiring them, they have been moved to the Sanctum Anatomica. With this change, we’ve adjusted some of Chipper’s lines to remove mentions of Archon Shards. This chipper line lives on in our hearts: “Got archon shards if you're interested. Only one previous owner. Ha ha HA!”.
- ARCHON SHARD EXPANSION: ASCENT FUSION
The process of Ascent Fusion allows for three Archon Shards of the same type to be fused together to create a single Tauforged Shard.
Requirements
- Helminth Archon Shard Segment: The Blueprint is earned for completing the Veilbreaker Quest.
- 3 Archon Shards of the same type.
- Helminth Coalescent Segment: The Blueprint is purchased from Bird3 in the Sanctum Anatomica.
- If you already have the Helminth Coalescent Segment on your Helminth, both Coalescent AND Ascent Fusion are now available to you!
- 100 Stela: Resource earned from Albrecht’s Laboratories.
How to unlock Ascent Fusion
The Helminth Coalescent Segment Blueprint can be acquired from Bird3 in the Sanctum Anatomica after reaching Rank 2 (Researcher) in the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it.
For players who already have the Helminth Coalescent Segment Blueprint installed, Ascent Fusion is ready for you to use!
How to use Ascent Fusion
Step 1. After installing the Segment, interact with the Helminth chair and select the “Archon Shards” button.
Step 2. Select the new Ascent Fusion icon located on the right of the Archon Shard embed UI.
Step 3. Hover over one of the three slots on screen to select the Archon Shard type you’d like to fuse together. Once you’ve selected an Archon Shard, the rest of the slots will be automatically filled with the same type from your inventory (only types with 3 or more Shards will be selectable). The Tauforged Archon Shard fused from the base Shards will appear in the center. Hover over the Tauforged Archon Shard to preview its stats and bonuses.
Step 4. Select the “Fuse” button to complete the process.
- Fusion Requirement: 100 Stela for each Fuse.
- GENERAL CHANGES
- Updated the following Topaz Archon Embed Bonus descriptions to make them more accurate:
- "Regenerate X Shields when you kill an enemy with Blast Damage.”
- “Increase Secondary Critical Chance by X% every time you kill an enemy affected by Heat Status. Max X%.”
- TOP FIXES
- Fixed Shard Ephemeras not properly showing Tauforged VFX for equipped Tauforged Violet, Topaz, and Emerald Archon Shards.
- Fixed equipping a Violet Archon Shard in the rightmost slot of the Embed screen and leaving some of the other slots empty causing the Electricity Damage Bonus to be increased beyond intended values.
- GENERAL FIXES
- Fixed Archon Shard Coalescent Fusion not displaying a success message upon successful Fusion.
Hotfix 35.0.9 (2024-01-17)
- Fixed an additional +25% (+37% for Tauforged) applying on top of the Violet Archon Shard’s “Gain +25%/+37% Melee Critical Damage. When max Energy is over 500, the damage boost doubles” embed bonus.
- This bug caused the bonus to exceed well beyond its intended and described values. To break it down, when below 500 Energy the Shard granted +50%/ +74% and when above 500 it granted +75%/+111% (resulted from +25%/+37% applying on top of the intended +50%/+74%). As far as we can tell, this bug has been live since the release of the Violet Archon Shard in the Whispers in the Walls update, so we understand if this fix is disappointing for those who have been using it in this state since then. But in the interest of properly executing the intended bonuses as outlined in the UI, we have restored it to its original design.
Hotfix 35.0.7 (2024-01-09)
- Changed the Violet Archon Shard embed bonus affecting Health/Energy pickups to function similarly to the Equilibrium Mod. Now, Health/Energy Orbs can be picked up if one is full, but the other is not to apply the bonus.
- Changed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus to no longer apply when Shield Gate is triggered.
- An unintended degree of invulnerability could be obtained using this effect while continuously triggering Shield Gate, so it was changed to function similarly to Caliban’s Lethal Progeny ability, where the Shield recharge is disabled when Shield Gate is triggered and only resumes when the Shields begin to regenerate themselves.
- Fixed Topaz Archon Shard embed bonuses not triggering from enemies that were killed by the required conditions.
For example, if you killed an enemy with Electricity Damage, it would not trigger the embed bonus of gaining Ability Damage on enemies affected by Electricity Status. With this fix, if the killing blow was going to apply the required condition, it will count towards the embed bonus.
- Fixed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus removing Overshields when triggered.
Hotfix 35.0.5 (2023-12-21)
- Fixed Topaz Archon Shard traits applying the buffs every 5 kills instead of every kill where described.
- Fixed the Shield regen buff provided by a Topaz Archon Shard not functioning.
- You will not get the Shield regen buff when a Blast damage is applied.
- Fixed the Secondary Critical Chance buff provided by the Topaz Archon Shard not functioning.
Hotfix 35.0.4 (2023-12-20)
- Updated the description in the confirmation window of Archon Shard Coalescent Fusion to indicate it is a permanent action. Players will now be prompted to type “Confirm” to complete the fusion.
- “Archon Shard fusion is permanent. This action cannot be undone. Type CONFIRM to confirm.”
- Updated Topaz Archon Shard Blast Damage embed bonus description to more clearly communicate the effect.
- Now: “Gain X Health per enemy killed with Blast Damage."
- Fixed Topaz Archon Shard Secondary Crit buff not functioning as intended. Also fixed the Tauforged variant being capped at 50% instead of the 75%.
- Fixed Topaz Archon Shard bonuses being capped at the value of 1 Shard regardless if multiple Shards were embedded.
- Now if you have 5 Topaz Shards embedded, your Secondary Crit Chance would be capped at 250% instead of only 50% before, as an example.
Hotfix 35.0.3 (2023-12-18)
- Fixed inventory counts not updating immediately after fusing Archon Shards with Coalescent Fusion.
Hotfix 35.0.2 (2023-12-14)
- Reduced the Cavia Rank required to acquire the Helminth Coalescent Fusion Segment from 4 to 2.
- This relates to Loid sending you an Inbox message upon reaching Rank 2 that the Segment is now available.
Update 35.0 (2023-12-13)
- ARCHON SHARD EXPANSION: COALESCENT FUSION
Archon Shard technology has been extensively researched in the Albrecht’s Laboratories and has led to the advancement in their capabilities! The process of Coalescent Fusion allows for two Archon Shards to be fused together to create a single Shard that offers a set of new embed bonuses.
Coalescent Fusion Requirements:
- Helminth Archon Shard Segment: The Blueprint is earned for completing the Veilbreaker Quest.
- Archon Shards: More than one of various types (base or Tauforged).
- New Helminth Coalescent Segment: The Blueprint is earned from the Wares & Shiny Treasures vendor in the Sanctum Anatomica.
- Stela: New resource earned from Albrecht’s Laboratories.
How to unlock Coalescent Fusion:
The Helminth Coalescent Segment Blueprint can be acquired from the Wares & Shiny Treasures vendor in the Sanctum Anatomica after reaching the Researcher tier with the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it.
How to use Coalescent Fusion:
Step 1. After installing the Segment, interact with the Helminth chair and select the “Archon Shards” button.
Step 2. Select the new Coalescent Fusion icon located on the right of the Archon Shard embed UI.
Step 3. Hover over one of the two slots on screen to select the Archon Shard types you’d like to fuse together. Once both slots are filled, the Shard they will fuse to create will appear in the center. Hover over this Shard to preview the stats and bonuses it offers.
- Base Archon Shards can only be fused with other base Shards. Likewise, Tauforged Shards can only be fused with Tauforged Shards to create a Tauforged variant.
- To remove an Archon Shard, simply select it again.
Step 4. Select the “Fuse” button to complete the process.
- Fusion Requirement: 50x Stela for each Fuse.
You’ve now successfully created a new Fused Archon Shard that can be embedded into your Warframes!
Archon Shard Fusion Types
There are 3 total combinations possible when fusing the different Archon Shards: Violet, Topaz, and Emerald. Each fused Shard has their own set of embed bonuses to choose from:
Violet Archon Shard (Crimson + Azure)
- Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Electricity Status.
- Gain +30% (Tauforged: +45%) Primary Electricity Damage. Gain an additional +10% (Tauforged: +15%) per Crimson, Azure, or Violet Archon Shard equipped.
- Gain +25% (Tauforged: +37%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles.
- Health pickups give +20% (Tauforged: +30%) Energy. Energy pickups give +20% (Tauforged: +30%) Health.
Topaz Archon Shard (Crimson + Amber)
- Recover 1 (Tauforged: 2) Health per enemy killed with Blast Damage. Max 300 (Tauforged: 450) Health.
- Regenerate +5 (Tauforged: +7.5) Shields when you inflict an enemy with Blast Status.
- Increase Secondary Critical Chance by 1% (Tauforged: 1.5%) every time you kill an enemy affected by Heat Damage. Max 50% (Tauforged: 75%).
- Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Radiation Status.
Emerald Archon Shard (Amber + Azure)
- Toxin Status Effects deal +30% (Tauforged: +45%) more damage.
- Recover +2 (Tauforged: +3) Health each time enemies are damaged by a Toxin Status Effect.
- Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Corrosion Status.
- Increase max stacks of Corrosion Status by +2 (Tauforged: +3).
For the fashion fans out there these new Archon Shards apply to the Shard Hex and Shard Bane Ephemeras!
General Archon Shard Changes:
- Each Archon Shard type now has its own icon associated with it to help identify them when making selections (primarily for our colorblind Tenno out there!).
- Reduced Archon Shard removal cost from 50% to 30% Bile.
- Updated the confirmation pop-up when removing an Archon Shard to specify the exact conditions of its removal:
- Was: "Are you sure you want to remove the Embedded Archon Shard from this slot? Shard will be refunded and Helminth materials will be consumed."
- Now: "Are you sure you want to remove the Embedded Archon Shard from this slot? (Shard Name) will be refunded and 30% Bile will be consumed."
- Hovering over Archon Shards in the embed slots at Helminth will now show their embed bonuses!
Hotfix 33.5.2 (2023-06-21)
- Fixed being able to select the “+150 Shield Capacity” Azure Archon Shard upgrade for Kullervo (he does not have Shields to benefit from this).
Hotfix 33.0.8 (2023-05-11)
- Fixed the timer for the Archon Shard in Chipper’s Offerings (in Kahl’s Garrison) displaying 0 seconds regardless of how much time is left.
Update 32.3 (2023-02-15)
PLEASE NOTE: The following changes to Tauforged Archon Shard probability will officially begin at the weekly Archon Hunt reset on Monday, February 20th @ 00:00 UTC (7:00 PM ET) to not interfere with the current active Hunt.
We have tweaked the Archon Hunt reward system to increase the odds of receiving a Tauforged Archon Shard if not received after a successful hunt. Each player has their own probability per Shard based on their individual Hunt activity.
Each time a specific Tauforged Archon Shard (Amber, Azure, Crimson) is not your reward from completing an Archon Hunt (i.e. you received a regular Amber, Azure, or Crimson Archon Shard), your chance to receive a Tauforged Shard of that variant increases in the next respective Hunt.
The base probability is 20% and increases by 20% (up to 100%) for each Hunt that does not reward that specific Tauforged Shard. The probability resets back to 20% once that Tauforged Shard variant is rewarded. Earning a Tauforged Shard does not alter the probability to receive Tauforged of other variants. The chance % is indicated via the Archon Hunt Navigation panel for the Shard color that is currently available.
Here is an example of how several weeks could play out:
(This is not a reflection of the current/upcoming Archon Hunt rotations)
Week 1: Archon Nira is active with a 20% chance of a Tauforged Amber Shard. Completing the Hunt does not reward Tauforged, your chance increases by 20% to earn a Tauforged Amber Shard the next time Archon Nira is active.
Week 2: Archon Boreal is active with a 20% chance of a Tauforged Azure Shard. Completing the Hunt does not reward Tauforged, your chance increases by 20% to earn a Tauforged Azure Shard for the next time Archon Boreal is active.
Week 3: Archon Amar is active with a 20% chance of a Tauforged Crimson Shard. Completing the Hunt does not reward Tauforged, your chance increases by 20% to earn a Tauforged Crimson Shard for the next time Archon Amar is active.
Week 4: Archon Nira is active with a 40% chance of a Tauforged Amber Shard. Completing the Hunt rewards Tauforged - huzzah! Your chance resets to 20% for the next time Archon Nira is active.
Week 5: Archon Boreal is active with a 40% chance of a Tauforged Azure Shard. Completing the Hunt does not reward Tauforged, your chance increases by 20% to a total of a 60% chance to earn a Tauforged Azure Shard for the next time Archon Boreal is active.
Rinse and repeat!
Tauforged Archon Shards are hotly pursued items, understandably so! We made this change to create a healthy reward cycle and expectation for the players interacting with the Archon Shard system and putting in the effort to play through Archon Hunts. Thank you for your patience while we worked on a solution to improve access to the Tauforged Shards.
- General Additions:
Added Archon Shards Filter in the “Sort By” in the Arsenal to sort your Warframes by which have Archon Shards equipped.
Hotfix 32.2.4 (2022-12-07)
- Added a pop-up warning when attempting to sell a Warframe that has Archon Shards equipped.
- “This Warframe has X Archon Shards slotted, which will be lost if the Warframe is sold.”
- If you have accidently sold a Warframe with Archon Shards slotted before this hotfix, you can submit a ticket to www.support.warframe.com to reclaim those lost Archon Shards.
Update 32.2 (2022-11-30)
- The Helminth Archon Shard management screen now shows the ability stats of the equipped Warframe in Helminth’s seat. Hover over the ability icon to get a better idea of how you want to use your Archon Shards. Selecting an Archon Shard upgrade will reflect in the on-hover stats.
- Fixed the text in the Helminth Archon Shard screen overlapping in multiple languages.
- Fixed Archon Shard icons getting cut off in Inbox messages.
Hotfix 32.1.4 (2022-11-09)
- Fixed the following Crimson Archon Shard upgrades applying to all weapons instead of the intended listed Primary or Secondary weapons:
- +25% (+37.5%) Primary Status Chance
- +25% (+37.5%) Secondary Critical Chance
Hotfix 32.0.12 (2022-10-12)
- Fixed Archon Shard UI in the Arsenal overlapping with longer stat lists.
Hotfix 32.0.3 (2022-09-14)
- Fixed being able to Subsume a Warframe with Archon Shards, ultimately resulting in losing the Shards.
- There is now a confirmation screen that pops up upon Subsuming a Warframe that has Archon Shards equipped. If you have lost Archon Shards in the process of Subsuming, please contact support.warframe.com.
- Fixed Clients losing their HUD after removing an Archon Shard off a Warframe.
Update 32.0 (2022-09-07)
- Introduced.
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232 comments
Looks like the "+ Ability Damage" perk from the rainbow shards does not apply to Exalted Weapons.
i took a Mesa with her Regulators modded for Radiation into Simulacrum and did an A/B test with and without a Topaz Shard installed; the damage was the same.
But this is Warframe, so who knows. maybe it's a Simulacrum quirk or maybe not all Exalted Weapons are created equal
I feel Crimson Archon Shard good on all Warframes except Ivara, because her Navigator gets better when Duration are low.
if I imbue a shard into a tenno frame will it still be available to imbue same shard into another frame or is every shard usage limited to one frame then?
No, it's not like Mods. It can only go on 1 frame. You have to have more shards of that type to put more of that type on other frames. You can put multiple of the same type and also different types on the same frame. Only 5 shards total on each frame & shards can be removed for reuse through helminth resource "bile". Hope that clears it up.
So both Violet and Crimson shards can give 10-15% ability strength with violet needing electricity proc. Is the damage any different? Wouldn't I just use crimson?
Violet shard is a multiplicative damage bonus and isnt a power strength buff, i.e. if you have an enemy inflicted with electric and you use an ability that would do 100 damage with an intensify equiped, the enemy would take (100 * (1 + 0.3)) * (1 + 0.1) = 143. Its basically saying enemies with electricity status effects on them take 10% more damage from your abilities.
Ah thx. Is the damage applied to someone like gyre after she has casted her 3 and 4? or would I need to throw an orb then cast?
What if you have two different sources of this damage bonus, like if the enemy has Electricity as well as Radiation status on him, and both shards are equipped. Is it 1 + 0.2, or (1+ 0.1)(1+ 0.1)?
Ability damage perk from different types Orange / green / pink stack additively to each other.
Green15% + G15% +G15% + Orange15% + 015% = 1.75 multiplier instead of "1.885 (if multiplicative to different color)"
Disappointingly, it seems like emerald shards' health restored on toxin status has a cap of about 10x per second per enemy. With 1 tauforged shard I restored about 1800 health over a minute against 1 enemy, and over about 15 seconds against 4, despite being able to maintain 360 toxin stacks on each of them. I guess it's not too bad as long as you run something with high status and some way of hitting multiple enemies.
So, the violet archon shard. I'm using a Tauforged one with the following effects: Gain +30% (+45%) Primary Electricity Damage. Gain an additional +10% (+15%) per Crimson, Azure, or Violet Archon Shard equipped.
It's supposed to give me 45% electric damage on my primary weapon+15% per red, blue and violet shard equipped. Besides this purple one, I have another 2 Tauforged Red and 1 Tauforged blue equipped on my Warframe yet it's only giving me 45% electric damage as if I didn't have any other shard equipped. I don't gain the extra 15% for the purple nor the reds and blue equipped. Even a 60% mod, gives more electric damage than having all these shards equipped, is that a bug?
I can never understand how the description and the outcome of everything this game releases is never a match. If it's a bug, fix it, if the bonuses are only supposed to be given if you don't slot tauforged ones in the Warframe it needs to be explained. I don't try with normal ones though, because I won't spend bile to try that out.
Base weapon dmg 32
Electricity per 5 violet shards 72 = +225% = +5x45%
15 % - where?
Maybe it's just an arsenal bug (there were many).
Maybe we can't understand shard mechanics or description.
Strange, but.
Now arsenal is showing elec 120>72
120/32 = +375% = +5*75% ie 5x45% + 10x15%
ALRIGHT, I get it
375% = 5x45% + 4x15% + 3x15% + 2x15% + 1x15%
ABCDE crystals = AB(1)+AC(2)+AD(3)+AE(4)+BC(5)+BD(6)+BE(7)+CD(8)+CE(9)+DE(10) combinations.
IDK how much is "intended" either of "happened that way"
"Regenerate +5 (+7.5) Shields when you kill an enemy with Blast Damage."
I understand why it was changed from upon dealing blast dmg but this feels rather lackluster compared to other shard effects. Maybe if it was, "starts shield regeneration when you will an enemy with Blast Damage." Then you you could have a compromise
It is still hit with blast damage, i think you have misunderstood
Nvm im stupid sorry, i should read the rest of the patch note
Is unfortunate bc of the reason why so hopefully it gets changed to a better one
I'd like for it to at least give you the shield if you kill them while they HAD blast proc on them or somethin. or hell, reduce the amount and have it give shield on blast detonations instead.
Multiple Violet Shard (Max Total is 300), stacks like this:
1: 45 + 15 = 60
2: 45 + 45 + 30 (*bonus for 2 shard))
3: 45 + 45 + 45 + 45 (*bonus for 3 shard)
4: 45 + 45 + 45 + 45 + 60 (*bonus for 4 shard)
5: 45 + 45 + 45 + 45 + 45 + 75 (*bonus for 5 shard)
Wrong.
Max is 600%
One shard, with 4 red/blue random shards gives you
45% from the shard, and then 75% from all 5 shards being blue/red/violet for a total of 120%
If you swap out a red/blue with another violet you get
45% from each shard, so 90%
And then 75% from both shards, because each gives the bonus, for 150%
Totaling to 240%
All the way to 5 shards, with 45% * 5 = 225% and 75% * 5 = 375%, which combined is 600%
the translation is not clear to me:
Gain +10% (+15%) Ability Damage on enemies affected by Corrosion Status.Ability Damage bonus is a unique modifier, and is only given by Archon Shards.Ability Damage bonus does not double dip on Status Damage caused by abilities.
Does this increase 10% Ability Damage for each status tick of corrosive? if I have 20 corrosive status then I have 200% Ability Damage.
No, as long as any corrosive status is present, you get a 10% (or 15% when tauforged) ability damage increase. No matter how many corrosive statuses are stacked.
"Gain +10% (+15%) Ability Damage on enemies affected by Corrosion Status"
Its says "on enemies", so only affect that enemy, not your warframe, meaning if you cast an damage ability on a enemy that is not affected by the corrrosion status it will not have the +10% (+15%) bonus from de shard.
Does toxic lash work with green shard ( + toxic status effect)
Depands what procs first i would say. if the shard procs first than it doesnt wort i guess but you can try it at the simularcum ^^
Yes, of course it works.
If my primary weapon with zero mods deals Heat damage, only Heat damage, and I slot a violet shard to give Electricity to primary weapons... Does my primary weapon now deal Radiation damage? I can't seem to get a conclusive answer from my friends, did anyone test this?
Yes it will combine into radiation
Oohhh, I thought it just increased electric damage that already existed on the weapon.
If I did my math correctly, 5 tauforged violet shards on the same frame gives 525% electric damage to the primary. That seems just a little overpowered.
It's +600%. Like this: n*(+0.45% + 0.15% * n).
Op is correct.
One gives you 45+15*4=105
Five give you 105*5=525
You should put it like this (45+[15*4])*5
No, it should just be 300
*Gain +30% (+45%) Primary Electricity Damage. Gain an additional +10% (+15%) per Crimson, Azure, or Violet Archon Shard equipped.Bonus is additive with similar buffs such as Stormbringer.
Does this affect exalted Artemis?
*Gain +10% (+15%) Ability Damage on enemies affected by Electricity Status.
*Gain +10% (+15%) Ability Damage on enemies affected by Radiation Status.
*Gain +10% (+15%) Ability Damage on enemies affected by Corrosion Status.
combination of these shards multiply damage increased by previous elemental shard?
For the first one, i would assume "yes", since Artemis is a Primary.
For the second question also yes, this different shard will stack on each other, but it is inefficient to use multiple different coloured Shards to Gain Ability Damage. You know, it makes more sense to just use one set of coloured Shards or one applied element and get 50/75% Ability Damage from the get-go. Instead of applying 3 different elements to get the same amount of Ability Damage buff.
I think it would be useful for mirage/lavos/voruna, maybe I'm wrong. I can't try them, I'm LR4 and I can say that the bile costs are becoming insane.
I'm hoping that we'll get a more streamlined way of managing Archon Shards in the future. I'd like to be able to see things like how many shards of each kind I have in total, where they're socketed, etc.
Maybe also reduce the Bile cost of unsocketing them to 20% so that you can remove a full set of five all at once. That would be nice.
Topaz: "Does not apply when Shield Gating occurs; players must wait for shields to recharge for the effect to apply." I get why this is the case to prevent immortality, but it makes topaz useless for the shield perk. 20 or whatever shield when you already have shield is pointless.
I am currently under the impression that the current "bugged" behavior where it applies on-hit is actually the intended behavior, and the text is what's incorrect.
Having it apply on-hit means it essentially can work as a sort of lifesteal for shields, on frames with high enough shield capacity to take hits without immediately having it break.
Having it only apply on-kill would indeed be pointless at the current values, but being able to restore most of your shield during shield gating with a bunch of blast hits would be extremely broken.
I think the intention is for high shield frames to use it to prevent the shield from breaking in the first place. But that's just my own speculation.
Anybody know if the ability damage buffs are additive or multiplicative across shard types? E.g., if I have 2x violet and 2x emerald, do I get a 60% or 69% bonus against enemies afflicted with both shock and corrosion?
I can't confirm it one way or another, but I would assume that they're additive with one another, since they're all increasing Ability Damage, just with different criteria.
I have 2 questions about Vioter shards:
1) Does Violet Archon shards stack together?
"Gain +30% (+45%) Primary Electricity Damage. Gain an additional +10% (+15%) per Crimson, Azure, or Violet Archon Shard equipped."
If we place 5 Tauforged Violet Archon shards, we will get 45*5 + 75*4 = 525 bonus electicity dmg for primary weapon?
2) If our primary main dmg Toxin, would we get Corrozive combination with Violet shard?
To answer 1), no, it does not count itself for the +10%/15% bonus. Source: SCIENCE! I installed one Tauforged violet shard, chose the Electric damage bonus. Result on a weapon with zero Electricity damage: 45% electric damage with zero other damage bonus mods, 19.8. I then added a 60% Toxin/60% Status chance, it went to 46.2 damage (Corrosive). Reducing that same mod to 45%/45%, and the result was 39.6, or double 19.8.
(Same user with SCIENCE!) I will be testing what happens with multiple violet shards next. Three violet shards installed, bonus Electric damage: 59.4. Which is 3x 19.8 exactly. It seems it does not count Violet shards for the 15% bonus. This could be simply a case of the 10%/15% bonus being invisible! Installing an Azure and a Crimson shard in addition to the Violet, and no change shows in the weapon's stats (Acceltra Prime). It is still telling me 19.8 electricity damage.
(Even more SCIENCE!) In the Weapon Upgrade screen, the bonus damage shows only the 45% from the Tauforged shard, but when you have the option to select Equip/Upgrade/Appearance, the stats there show the greater bonus! 39.6 with Tauforged Violet, Crimson and Azure.
It also shows 39.6 WITHOUT the Crimson and Azure shards installed.
Adding a +45% electric mod (Stormbringer) and the new total is 59.4 again! Swapping Warframes to one without any Shards installed, and that same 45% mod shows 19.8 on both the Upgrade stat block and the other stat block.
It gets weirder when you add in only a second Tauforged Violet: 59.4 and 72.6 damage on the two stat previews.
So this is a pretty weird mess.
I'm trying to get to make sense of this so I'll convert the values from acceltra prime you found to "%BONUS" damage to try to make sense of this.
----------Quote1---------------
To answer 1), no, it does not count itself for the +10%/15% bonus. Source: SCIENCE!
I installed one Tauforged violet shard, chose the Electric damage bonus.
Result on a weapon with zero Electricity damage: 45% electric damage with zero other damage bonus mods, 45%bonus.
I then added a 60% Toxin/60% Status chance, it went to 105%Bonus damage (Corrosive).
Reducing that same mod to 45%/45%, and the result was 90%BONUS, or double 45%BONUS.
---------Quote2-------------
(Same user with SCIENCE!) I will be testing what happens with multiple violet shards next. Three violet shards installed, bonus Electric damage: 135%BONUS. Which is 3x 45%BONUS exactly.
It seems it does not count Violet shards for the 15% bonus.
This could be simply a case of the 10%/15% bonus being invisible!
Installing an Azure and a Crimson shard in addition to the Violet, and no change shows in the weapon's stats (Acceltra Prime).
It is still telling me 45%BONUS electricity damage.
----------Quote3------------
"(Even more SCIENCE!) In the Weapon Upgrade screen, the bonus damage shows only the 45% from the Tauforged shard, but when you have the option to select Equip/Upgrade/Appearance, the stats there show the greater bonus! 90%BONUS with Tauforged Violet, Crimson and Azure.
It also shows 90% WITHOUT the Crimson and Azure shards installed.
Adding a +45% electric mod (Stormbringer) and the new total is 135%BONUS again!
Swapping Warframes to one without any Shards installed, and that same 45% mod shows 45%BONUS on both the Upgrade stat block and the other stat block.
It gets weirder when you add in only a second Tauforged Violet: 135%BONUS and 165%BONUS damage on the two stat previews."
----------EndQuote-------------
Making sense of this:
-quote1-
1 tauviolet shard=45%BONUS
1 tauviolet+60/60toxin=105%BONUS as corrosive damage
-quote2-
3 tauviolet= 135%BONUS
1 tauviolet+1crimson+1azure=45%BONUS
-quote3-
(context: With 1 tau violet+1 crimson+1 azure)
In the Weapon Upgrade screen= 45%BONUS
In option to select Equip/Upgrade/Appearance= 90%BONUS
(Is this 45+15+15+15 then? if that's the case the violet shard is counting itself.)
It also shows 90% WITHOUT the Crimson and Azure shards installed.
(OK now this doesn't make any sense)
Adding a +45% electric mod (Stormbringer)=135%BONUS
(90+45 then, are you getting 135%BONUS only with 1 violet shard and one 45% damage mod with zero shards installed in the other slots? Can you confirm this please)
Swapping Warframes to one without any Shards installed, and that same 45% mod shows 45%BONUS
When you add in only a second Tauforged Violet: 135%BONUS and 165%BONUS damage on the two stat previews.
So what you mean is that with one 45% mod and only two tauviolet shards (otherwise it doesn't add up) you get 135%BONUS In the Weapon Upgrade screen and 165%BONUS in "option to select Equip/Upgrade/Appearance".
So you're getting 45(mod)+90(2xtau)+30(2xsocketbonus)=165
-endquotes-
-----------------------------------------------------------------------------
My conclusions:
-----------------------------------------------------------------------------
Ok, based on your testing this confirms that as some people pointed out equipping 5 tauviolet shards results in 525% additive weapon damage on primary weapon.
You get 45%BONUS per shard + 15*4=60%BONUS max bonus from the other 4 sockets, adding up to 105%BONUS per shard if you socket the correct colors on the other sockets, and other violet shards can activate this bonus as well.
So let's say you are using crimson shards on the rest of the sockets (just to activate the bonus)
4 Crimson+ 1 Tauviolet shard =105%BONUS (45+60)
3 Crimson+ 2 Tauviolet shards =210%BONUS (90+120)
2 Crimson+ 3 Tauviolet shards =315%BONUS (135+180)
1 Crimson+ 4 Tauviolet shards =420%BONUS (180+240)
5 Tauviolet shards =525%BONUS (225+300)
I'd appreciate if someone can test this, ideally with a weapon that has some nice round damage numbers (ideally 10, 100 or 1000 lol,); and actually test the damage shooting some stuff in simulacrum.
I'm also interested in knowing how electricity combines with other types in weapons with and without elemental base damage, and tenet/kuva weapons with elemental progenitors, Please post your results!
Disclaimer; I tested none of this, just derived my conclusions out of the tests our friend kindly posted.
How does "ability damage" from violet shard calculates? is it smth like faction dmg that multiplies the total ability dmg after str calculation?
or is it added up as a separate strength value
I don't understand the topaz perk not regenerating shields when shield gating occurs. Surely this must be a bug because there is only one reality in the multiverse in which that shards perk could ever have a chance at amounting to anything more than just wasting your shard slot is the reality where it could be used specifically for shield gating lol.
It would be better off replaced yeah. It's either too strong or two weak as is. Restoring shields is not really effective, and reapplying shield gate capability would be completely broken on high fire rate weapons.
It was like that. however, since it's bugged to be on hit with blast damage...it made octavia immortal. can't have that.
Yeah, imagine not worrying about dying while playing Octavia, never heard of that one
Gain +10% (+15%) Ability Damage on enemies affected by Corrosion Status.Ability Damage bonus is a unique modifier, and is only given by Archon Shards.Ability Damage bonus does not double dip on Status Damage caused by abilities.
Does Ability Damage (I know ability strength does) affect Titania's Dex Pixia? If so, if the build for the pixia inflicts corrosion will it literally just be an increase in total damage output for it? Or how would it work?
Titania's razorwing snapshots the amount of strength you have at the moment of casting so i don't think it does. I'm having really hard time thinking of an use for the shards compared to just slapping strength shards onto builds.
Maybe duration to fix it after transient fortitude
I guess it adds +10% (+15%) AFTER normal strength calculation (so it double dips on strength).
Exalted weapons should count as weapon damage and not as ability damage.