Arcane Enhancements are special items that can be installed on certain equipment to grant them buffs that can be activated by achieving certain conditions within a mission. There are several major types of Arcanes that can be applied to their own dedicated set of items. Arcanes can be freely installed and will not be destroyed if they're unequipped or replaced by other Arcanes.
Arcane rarity is indicated by the color and design complexity of the Arcane. Common Arcanes are Bronze, Uncommon are Silver, Rare are Gold, and Legendary are Platinum. The higher ranks are denoted by the higher number of connectors on the bottom and the higher number of chevrons on the top of their individual icons.
Mechanics[]
An Arcane with refreshable duration icon
Arcanes are activated by accomplishing its trigger condition (e.g. landing a Critical Hit, or taking damage, etc.), which will then have a percentage chance to activate the stated effect. If an Arcane's effect has a limited duration and is refreshable, the duration can be renewed by triggering it again.
Application[]
Arcane upgrade interface.
A total of two Arcanes can be equipped on each Warframe, Operator, and Operator Amps (however, in the case of Warframes when an Arcane Helmet is used only a single Arcane can be equipped alongside). A maximum of one Arcane can be equipped on all weapons, while Zaw and Kitgun Arcanes occupy a unique slot separate from Primary/Secondary/Melee Arcanes. Archwing weapons have no Arcanes, and thus no slots.
They can be installed through their respective upgrade screens for the item. Arcanes can be upgraded in the Orbiter's Arcane Segment located between the Mod and Incubator Segments, which becomes available after acquiring an Arcane, or while equipping one in the Arsenal. Rank insignia of an Arcane will be visible below its name, denoting how many upgrades it has undergone.
Much like Mods, Arcanes can be equipped across multiple items, though they have a unique progress bar of their own to the right of the Foundry selection. Similarly, duplicate Arcanes cannot be equipped on the same item.
Warframe's Exalted Weapons and Sentinel's Robotic Weapons cannot equip Primary, Secondary, or Melee Arcanes.
Rank[]
An Arcane can be ranked up by sacrificing duplicate unranked Arcanes of the same type, increasing their effects. This can be done inside the Orbiter:
ESC > EQUIPMENT > ARCANES
Every successive rank-up requires one more Arcane than the previous one. The maximum rank of an Arcane depends on its type:
Arcanes required:
Rank 0
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Exodia, Virtuos, Pax, and Residual
All Warframe, Primary, Secondary, Melee, Operator, and Eternal Arcanes
- in Total
1
3
6
10
15
21
- for next Rank
-
+2
+3
+4
+5
+6
Dissolution[]
Following completion of the Whispers in the Walls quest, Loid offers his services for Arcane Dissolution. Unwanted Arcanes can be dissolved into Vosfor which can be traded back to Loid in exchange for randomly selected Arcanes from a collection of choice. All collections cost 200 and 50,000 Credits to purchase.
View Arcane Collection List▾▾
Dissolution List[]
Notes: All collections cost 200 and 50,000 Credits to purchase. Behind Numbers [Exact|Value]. If missing, that means no rounding was necessary.
In Hotfix 22.13.2 (2018-02-16), they were permanently added to Eidolon Teralysts, Gantulysts, and Hydrolysts drops from either killing or capturing them. Captures will yield more exquisite rewards than simply killing them; for example, killing a Teralyst will only yield common Arcanes while capturing it will yield a higher chance to drop the more uncommon ones.
Update 29.10 (2021-03-19) permanently added the Orphix mission to the game, with all Eidolon Arcanes available through Rotation C.
Creates a globe that orbits the player every 2s. Globe strikes the nearest enemy within 15 m dealing 150 damage increasing the vulnerability to the globe's damage type by 25% / 50% / 75% / 100% / 150% / 200%
6 Seconds
Globes persist for 30 seconds upon leaving the zone
Molt Arcanes are Warframe Arcanes introduced in Update 31.5 (2022-04-27), obtainable from the Zariman Ten Zero.
Arcane Revives[]
Arcane Revives is a feature that is only gained from equipped Warframe Arcanes that is Rank 3 or higher. Other types of arcanes such as Magus or Exodia do not benefit from this. Each Arcane Revive equipped allows the player to revive their Warframe an additional time, with a maximum total of 6 revives usable in a mission.
Operator Arcanes[]
Magus[]
Magus Arcanes affect the Operator and may provide benefits that also affect the Warframe. Magus Arcanes are purchasable from Quill Onkko and Little Duck. Following Update 24.6 (2019-04-04), Onkko and Little Duck both sell fully built Arcanes rather than Arcane Blueprints.
Next subsequent use of Void Sling within 3s will return the Operator back to their original position at no energy cost. Restores 10 / 20 / 30 / 40 / 50 / 60 Health to the Operator. 3s cooldown after use.
These arcane slots are initially hidden until the player acquires a Primary Arcane Adapter or is eligible to partake in The Steel Path. They also occupy their own spot that is separate from Kitgun's Pax Arcanes.
These arcane slots are initially hidden until the player acquires a Secondary Arcane Adapter or is eligible to partake in The Steel Path. They also occupy their own spot that is separate from Kitgun's Pax Arcanes.
Akimbo Arcanes are Dual Pistol-only Secondary Arcanes introduced in Update 33.5 (2023-06-21), obtainable from Duviri.
Melee Weapon Arcanes[]
Unlike other Arcanes, these slots must be unlocked using Melee Arcane Adapter, which can be bought from the Market for 20 Platinum or from Bird 3 of Cavia for 50,000 Standing and requires Rank 3 - Colleague, or as a reward from Netracells or Deep Archimedia missions. Acquiring a Melee Arcane Adapter requires completion of the Whispers in the Walls quest.
Applying Melee Arcanes requires the Melee Upgrade Segment obtained from the Whispers in the Walls quest.
They occupy their own spot that is separate from Zaw's Exodia Arcanes.
The benefits of Arcane Enhancements do not always carry over to Archwing mode if players have an Arcane enhanced item equipped on their active loadout's Warframe.
The number of Arcanes required for rank follows the sequence of triangular numbers given by:
Because they are dropped as mystery items in the form of a Mod item, Arcanes dropped by Acolytes in The Steel Path will be sucked up and permanently destroyed by Scavenger Drones. The Steel Essence will be picked up, but will be dropped on death however.
Primary passives do not apply to Secondary weapons. Similarly Secondary passives do not apply to Primary weapons.
Before Update 24.6 (2019-04-04), Magus, Virtuos and Exodia Arcanes in Cetus are purchasable as blueprints, requiring time and resources to build in addition to standing.
Built Arcanes can be traded between players, however Arcane blueprints cannot.
Enhance your Arsenal with these new Arcanes! Acquire these new enhancements from Sisters of Parvos spawned in the new Ascension game mode, or exchange them for Vestigial Motes via Ordis in the Larunda Relay.
Stats below are shown at max rank.
Arcane Ice Storm (Warframe)
On Enemy Frozen: Gain +2% Ability Strength and +2% Ability Duration for 15s. Stacks up to 20x.
Arcane Battery (Warframe)
Gains 0.30 maximum Energy per Armor point, up to 1000 Energy.
Secondary Surge (Secondary)
On Ability Cast: Next shot gains a Damage Multiplier for every 200 current Energy, up to x8.
Secondary Fortifier (Secondary)
Gain 1 Overguard for every 100 Damage dealt to an enemy’s Overguard. Deals x8 Extra Damage to Overguard.
Melee Afflictions (Melee)
Enemies affected by Status Effects gain 6 additional stacks when they're knocked down or flung by melee attacks.
General Additions
Added the Cavia Arcane Collection to Loid’s “Arcane Dissolution” Offerings - this Collection has a chance at the following Arcanes:
Melee Fortification
Melee Retaliation
Melee Animosity
Melee Exposure
Melee Influence
Melee Vortex
Melee Crescendo
Melee Duplicate
General Changes
Trading Legendary Arcanes now requires you to be Mastery Rank 11.
It’s important to note that only the player trading requires MR 11 and not the receiver.
We needed to address an issue with exploitative Legendary Arcanes farming and ban-evasion account creation used to trade Legendary Arcanes. Other options we experimented with had the risk of innocent players getting caught in the crossfire of the ban-evasion subjects. When we took a look at Trading stats we found that a very small number of players below Mastery Rank 10 trade Legendary Arcanes, and therefore decided to go this route. This is purely a means of deterring the bad actors and ensuring legitimate trading for players.
OPTIMIZATIONS
Fixed performance issues caused by placing a Warframe Articula that is using a Loadout that has the Melee Retaliation Arcane equipped.
Optimized the Melee Duplicate and Exodia Force Arcanes to help prevent performance lag.
FIXES
Fixed the Arcane Dissolution Packs in Loid’s Sanctum Anatomica offerings using the incorrect icons.
Fixed the Melee Influence Arcane breaking the holding and holster animations for Tonfa skins.
Fixed certain Arcanes (including but not limited to: Arcane Victory, Arcane Avenger, and Arcane Grace) having “0” in their Buff icons instead of the actual stat.
Fixed Melee Animosity no longer functioning after activating and deactivating Titania’s Razorwing.
Fixed Melee Animosity not triggering on Glave hits while dual wielding with Secondary weapon.
Fixed Melee Influence’s buffs applying to clones spawned from Warframe abilities (ex: Mirage’s Hall of Mirror clones).
While this has been a popular combination, it has also been the source of many severe performance issues that can crash players. We have removed this interaction in the name of stability for the game.
Fixed Primary and Melee Arcanes being triggered by Secondary Weapons while on K-Drive/Merulina.
Fixed Melee Influence being triggered by Dual Ichor Incarnon’s Toxin fields.
Melee Influence is intended to trigger “On Melee Electricity Status” and not from secondary effects (as they are not considered direct Melee hits). Since the Toxin fields deal damage independently of Melee attacks, it does not meet the Arcane’s criteria of triggering only if the Electricity Status originates from the weapon in hand.
Fixed a combination of Magus Aggress and the Tenacious Bond Mod (when equipped on both Khora’s Venari and Companion) causing buff icons to disappear.
Fixed a crash caused by Status Effects spreading from Melee Influence.
Fixed Arcanes that have “on kill” effects (such as Primary Merciless) being triggered all at once upon entering a Rampart Turret.
Arcanes offerings from Vendors are now displayed as unranked.
Hovering over the Arcane will now display both its unranked and max rank stats. This is to help avoid players thinking they are buying a fully ranked Arcane.
The Albrecht Laboratory is equipped with devices that can dissolve Arcanes into Vosfor, a potent powder for alchemical processes. It is used to trade for Arcane packs from a vendor in the Sanctum Anatomica!
The goal of Arcane Dissolution is to provide an alternative way for players to access and acquire the wide range of Arcanes found throughout Warframe.
HOW TO PERFORM ARCANE DISSOLUTION
Step 1: Speak with a vendor in the Sanctum Anatomica and select the “Arcane Dissolution” option to get started.
Step 2: Select the “Dissolve Arcanes” button
Step 3: Select the Arcanes you’d like to dissolve.
The amount of Vosfor obtained per Arcane is determined by a variety of factors, including its rarity and rank.
Note: The list includes Arcanes that are currently equipped - a warning message will pop-up to inform you if the selected Arcane is equipped.
Step 4: Once you have chosen the Arcanes you’d like to Dissolve, hit the “Dissolve” button.
Step 5: Return to the Arcane Dissolution menu to exchange the earned Vosfor for a variety of Arcane packs.
ARCANE PACKS
The following Arcane Packs can be acquired from a vendor in the Sanctum Anatomica for Vosfor. Each pack is themed based on where their containing Arcanes are acquired.
Purchasing a pack will randomly reward 3 unranked Arcanes from their list. The possibility of a certain Arcane being selected is based on its rarity and respective drop rates through gameplay means. We want to maintain the integrity of its original acquisition methods in this new alternate way to access them.
Ostron Arcane Collection
Magus Husk
Magus Vigor
Virtuos Null
Virtuos Tempo
Exodia Triumph
Exodia Valor
Magus Cadence
Magus Cloud
Magus Replenish
Virtuos Fury
Virtuos Strike
Exodia Brave
Exodia Force
Exodia Hunt
Exodia Might
Magus Elevate
Magus Nourish
Virtuos Ghost
Virtuos Shadow
Steel Arcane Collection (Arbitrations)
Arcane Blade Charger
Arcane Bodyguard
Arcane Pistoleer
Arcane Primary Charger
Arcane Tanker
Primary Deadhead
Primary Dexterity
Primary Merciless
Secondary Deadhead
Secondary Dexterity
Secondary Merciless
Necralisk Arcane Collection
Arcane Double Back
Arcane Steadfast
Theorem Contagion
Theorem Demulcent
Theorem Infection
Primary Plated Round
Secondary Encumber
Secondary Kinship
Residual Boils
Residual Malodor
Residual Shock
Residual Viremia
Eidolon Arcane Collection
Arcane Consequence
Arcane Ice
Arcane Momentum
Arcane Nullifier
Arcane Tempo
Arcane Warmth
Arcane Acceleration
Arcane Agility
Arcane Awakening
Arcane Deflection
Arcane Eruption
Arcane Guardian
Arcane Healing
Arcane Phantasm
Arcane Resistance
Arcane Strike
Arcane Trickery
Arcane Velocity
Arcane Victory
Arcane Aegis
Arcane Arachne
Arcane Avenger
Arcane Fury
Arcane Precision
Arcane Pulse
Arcane Rage
Arcane Ultimatum
Arcane Barrier
Arcane Energize
Arcane Grace
Solaris Arcane Collection
Magus Accelerant
Magus Anomaly
Magus Drive
Magus Firewall
Magus Overload
Virtuos Spike
Virtuos Surge
Magus Glitch
Magus Repair
Virtuos Forge
Virtuos Trojan
Pax Bolt
Pax Charge
Pax Seeker
Pax Soar
Magus Destruct
Magus Lockdown
Magus Melt
Magus Revert
Duviri Arcane Collection
Arcane Intention
Magus Aggress
Arcane Power Ramp
Primary Blight
Primary Exhilarate
Primary Obstruct
Shotgun Vendetta
Akimbo Slip Shot
Secondary Outburst
Arcane Reaper
Longbow Sharpshot
Secondary Shiver
Holdfasts Arcane Collection
Arcane Blessing
Arcane Rise
Molt Augmented
Molt Efficiency
Molt Reconstruct
Molt Vigor
Fractalized Reset
Primary Frostbite
Cascadia Accuracy
Cascadia Empowered
Cascadia Flare
Cascadia Overcharge
Conjunction Voltage
Emergence Dissipate
Emergence Renewed
Emergence Savior
Eternal Eradicate
Eternal Logistics
Eternal Onslaught
MELEE UPGRADE SEGMENT
Upon completion of the Whispers in the Walls Quest, players will receive a new Melee Upgrade Segment via their in-game Inbox. Installing it will further expand your Melee Arsenal with new upgrade options:
Melee Arcane Slot
In these new Arcane Slots, players will be able to equip new Melee Arcanes, which have also been released with this update. Players can earn Melee Arcane Adapters via the Wares & Shiny Treasures Vendor in the Cavia Syndicate, Netracells, or by purchasing them in the Market for Platinum*.
*The Market purchase option is not available to players until the completion of the Whispers in the Walls Quest.
Melee Arcanes and Zaw Arcanes
Like Kitguns, Zaws will offer both a slot for Zaw Arcanes and Melee Arcanes (once Melee Arcanes are unlocked). Zaw Arcanes cannot be used in Melee Arcane Slots, and vice versa.
NEW MELEE ARCANES
With the new Melee Upgrade Segment, players are now able to install Arcanes into their Melee Weapons. With this Arsenal Expansion, we have added a variety of new Arcanes at the Wares & Shiny Treasures Vendor in the Cavia Syndicate. These Arcanes can also be earned from taking down The Fragmented (Effervo, Deimos), defeating the void-born creature contained in Albrecht’s Grimoire, or by completing Netracell missions. The two Legendary Tier Arcanes (Melee Influence and Melee Crescendo) are exclusive to Netracells.
The stats below are shown at Max Rank.
Melee Animosity
On Melee Hit: Gain 42% Critical Chance on your next Heavy Attack, up to 420%.
Melee Duplicate (Legendary)
On Base Critical Hits: 100% chance for your attack to strike a second time.
*Base Critical Hits (yellow by default) are all critical hits that are not “big” (orange by default) or “super” (red by default).
Melee Retaliation
Gain 30% Melee Damage for every 200 current Shields, up to 420%. Bonus halved for Overshields.
Melee Exposure
On Ability Cast: Gain 60% Corrosive Damage on Melee strikes for 25s. Stacks up to 240%.
Melee Influence
On Melee Electricity Status: 20% Chance for elemental Melee Status Effects to apply to enemies within 20m for 18s. Cannot refresh while active.
Melee Fortification
On Melee kill: +210 Armor for 10s.
Melee Crescendo (Legendary)
On Finisher Kill: Gain 6 Initial Combo for the rest of your mission.
Melee Vortex
Kill an enemy affected by Magnetic Status for a 45% chance to pull in enemies within 18m radius.
General Changes:
The following items can now be purchased for Platinum in the in-game Market:
Primary Arcane Adapter
Secondary Arcane Adapter
Melee Arcane Adapter
Primary and Secondary Arcane descriptions now indicate that you require a Primary or Secondary Arcane Adapter in order to install said Arcane.
Added sound effect to opening the Arcane Segment in the Orbiter and when equipping Arcanes.
TOP FIXES
Fixed Arcane Power Ramp losing its stacks upon using Transference.
Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise:
Arcane Trickery will now activate from Ground Finishers
Arcane Ultimatum will now activate from Ground Finishers
The Secondary Outburst Arcane has received some overall buffs! Additionally, we’ve fixed it not functioning properly and its description being inaccurate. The new description is as follows:
On swapping to Secondary Weapon, consume all Combo Multipliers to increase Secondary Weapon Critical Chance and Critical Damage by 5/7/9/12/16/20% per Combo consumed for 30s.
Fixed Cascadia Empowered Arcane and Wyrmling’s Aid Decree being able to trigger each other recursively.
Power up your Arsenal with these new Arcanes! Earn them in The Steel Path Circuit, side objective Undercroft Portals in The Steel Path Duviri Experience, and from Acrithis’ Wares (with the Rank 9 “High Value Vendor” Opportunity Drifter Intrinsic).
*Stats shown at max rank
Arcane Power Ramp (Warframe)
On Ability Cast: Next Ability cast gains +9% Ability Strength, stacking up to 4x. Resets when the same ability is recast consecutively.
Primary Blight (Primary)
On Toxin Status Effect: +3.6%% Critical Damage and +1.8% Multishot for 12s. Stacks up to 40x
Akimbo Slip Shot (Dual Pistol Secondary)
While sliding or aim gliding: Gain 65% ammo efficiency with Dual Pistols.
Secondary Outburst (Secondary)
On swapping to Secondary Weapon, consume all Combo Multipliers to increase Secondary Weapon Critical Damage by 12% per Combo consumed for 15s.
Changes:
Changed the requirements to expose Arcane Slots on Primary and Secondary weapons: Owning a Primary/Secondary Arcane Adapter OR having access to The Steel Path will grant access to the slot.
Prior to this change, unlocking the Steel Path was the only way to expose the Arcane Adapter slot on Primaries and Secondaries. Seeing as Arcanes and Arcane Adapters are available to obtain from Acrithis’ Wares, we changed the conditions so players who purchase an Arcane Adapter from Acrithis will have access to the Arcane slot immediately.
Arcane Steadfast (Warframe) - On Ability Cast: 20% chance the next three abilities will not cost energy.
Arcane Double Back (Warframe) - Gain +25% damage resistance for 4s per Dodge, Double Jump and Bullet Jump. Stacks up to 3x.
Primary Plated Round (Primary) - On reload: Deal increased damage per round loaded based on max magazine size. Lasts for 10s.
Secondary Encumber (Secondary) - On Status Effect: +24% chance to trigger a second random Status Effect.
Secondary Kinship (Secondary) - While Buffing Ally Warframes +20% Critical Chance per buff.
Fixed “On Status Effect” Arcanes not triggering when the ability/attack does 0 damage.
Now these Arcanes will trigger when a Warframes Ability or Weapon hits an enemy and applies a Status Effect, even when there is no damage value applied.
Arcane Rise (Warframe) - On Reload: 60% chance for +150% Damage to Primary Weapons for 24s.
Arcane Blessing (Warframe) - On Health Pickup: +24 Health. Stacks up to 50x.
Primary Frostbite (Primary) - On Cold Status Effect: Increase +3% Critical Damage and +2.25% Multishot for 12s. Stacks up to 40x.
Conjunction Voltage (Secondary) - On Electricity Status Effect: Increase +1.5% Reload Speed and +3% Multishot for 12s. Stacks up to 40x.
New Arcane Segment:
Added a new Arcane Segment in your Orbiter to manage your Arcane collection.
Upon login, a waypoint will direct you to its new location between the Mods and Incubator Segments. You may need to do some redecorating as your existing decorations may be obstructing your view of it. For new players, this segment becomes available after getting their first Arcane, a waypoint will flash to direct them to the Segment once they do. The former Arcane button in the Foundry will now direct players to the new Segment.
Players will still be able to access and upgrade their Arcanes in their Arsenal, but this Segment will allow for an extensive look at what Arcanes they have across all equipment types!
Fixed the “Requires an Amp Arcane Adapter” error message popping up instead of the Arcane Adapter Slot one for Primary and Secondary weapons if you do not own the corresponding Adapter.
*All values below are shown at Rank 5. As always, values that were shown on Devstream #162 were subject to change and that is reflected below as further considerations and testing was done.
Eternal Onslaught (Amps)
On Energy Depleted: +180% Critical Chance for 8s.
Eternal Logistics (Amps)
On Void Sling: +72% Amp Ammo Efficiency for 8s.
Molt Augmented (Warframe)
On Kill: +0.24% Ability Strength. Stacks up to 250x.
Molt Reconstruct (Warframe)
Heal yourself and allies within Affinity Range 6 Health for each point of Energy spent on the initial casting cost of abilities.
Cascadia Flare (Secondary)
On Heat Status Effect: +12% Damage for 10s. Stacks up to 480%.
NEW AMP ARCANE ADAPTER
The Amp Arcane Adapter fuses with an Amp to unlock an additional Arcane Slot. These can be purchased with Holdfast Standing from Cavalero.
To install the Amp Arcane Adapter and unlock an additional Slot, go to your Operator Equipment > Select the Amp you wish to unlock an additional Slot > Select the ‘Locked’ slot and hit “ok” to install the Amp Arcane Adapter.
With the addition of several new Amp Arcanes with Angels of the Zariman and Echoes of the Zariman, this new Slot allows you to make the most of your growing Arcane collection!
This new Arcane slot is only visible in the Operator Equipment screen once the Angels of the Zariman quest has been completed since Cavalero must be visited in the Chrysalith to get the Amp Arcane Adapter.
ARCANE STAT CHANGES PER RANK
We’ve adjusted the values of older Arcanes with the goal of making lower rank Arcanes more viable, and more desirable while collecting as a result. In short, there are three stats that each Arcane tends to have (speaking generally) -- for example, a percentage chance, a stat buff, and the duration of the buff.
Certain Arcanes increase all of these stats per rank (making them scale exponentially), but we are changing it so that only one stat is affected by rank (making it scale linearly). The other stats will now be at the max-rank value regardless of the Arcane Rank, thereby buffing lower-rank Arcanes as a result.
For example, using Arcane Fury.
Previous:
The unranked values were as follows: “On Critical Hit: 10% chance for +30% Melee Damage to Melee Weapons for 3s”
The max rank values were as follows: “On Critical Hit: 60% chance for +180% Melee Damage to Melee Weapons for 18s”
New:
With these changes, the unranked values are as follows: “On Critical Hit: 60% chance for +30% Melee Damage to Melee Weapons for 18s”
With these changes, the max rank values remain the same as before: “On Critical Hit: 60% chance for +180% Melee Damage to Melee Weapons for 18s”
This change mostly affects older Arcanes that don’t already fit this new formula (with the exception of Arcane Barrier*), as the majority of newer Arcanes already follow this system. The Arcanes listed below are formatted to showcase which stats have been changed from scaling to constant (with the old “Unranked” value in brackets), and which stats will still increase with rank, using the # / # format. For the sake of clarity, we are only sharing unranked and max rank stat values, not the incremental value changes for ranks between them.
*Arcane Barrier is the one true exception to the Arcane changes below, since it has two scaling stats, but one of those stats actually becomes worse with rank. Rank 3-4 for example increases the cooldown from 4s to 5s. So if we were to change it to have constant cooldown like the others, we would be increasing the cooldown duration for the lower ranks - which is something we want to avoid! Any other possible changes might have to alter how the Arcane works overall, so we ultimately decided to leave it untouched.
WARFRAME ARCANES
Arcane Acceleration
On Critical Hit: 30% (was 5%) chance for 15%/90% Fire Rate to Primary Weapons (excluding Shotguns) for 9s (was 2s)
Arcane Aegis
On Shield Damaged: 3% (was 1%) chance for 5%/30% Shield Recharge for 12s (was 2s)
Arcane Agility
On Damaged: 60% (was 10%) chance for 10%/60% Parkour Velocity for 18s (was 3s)
Arcane Arachne
On Wall Latch: +25/150% damage for 30s (was 5s)
Arcane Avenger
On Damaged: 21% (was 4%) chance for +7.5%/45% Critical Chance for 12s (was 2s)
Arcane Awakening
On Reload: 60% (was 10%) chance for +25%/150% Damage to Pistols for 24s (was 4s)
Arcane Blade Charger
On Primary Weapon Kill: 30% (was 5%) chance for +50%/300% Melee Damage for 12s (was 2s)
Arcane Consequence
On Headshot: 100% (was 25%) chance for +10%/60% Parkour Velocity for 18s (was 3s)
Now that the chance is guaranteed, the new description is “On Headshot: +10%/60% Parkour Velocity for 18s”
Arcane Energize
On Energy Pickup: 60% (was 10%) chance to replenish 25/150 Energy to self and allies within 15m (was 5m). 15s cooldown
Arcane Fury
On Critical Hit: 60% (was 10%) chance for +30%/180% Melee Damage to Melee Weapons for 18s (was 3s).
Arcane Grace
On Health Damaged: 9% (was 2%) chance for +1%/6% Health Regeneration/s for 9s (was 2s).
Arcane Guardian
On Damaged: 15% (was 3%) chance for +150/900 Armor for 20s
Arcane Momentum
On Critical Hit: 60% (was 10%) chance for +25%/150% Reload Speed to Sniper Rifles for 12s (was 2s).
Arcane Phantasm
On Block: 45% (was 8%) chance for 10%/60% Speed for 18s (was 3s)
Arcane Pistoleer
On Pistol Headshot Kill: 60% (was 10%) chance for +17%/102% Ammo Efficiency for 12s (was 2s)
Arcane Precision
On Headshot: 100% (was 20%) chance for +50%/300% Damage to Pistols for 18s (was 3s)
Now that the chance is guaranteed, the new description is “On Headshot: +50%/300% damage for 18s on Secondary Weapon”
Arcane Primary Charger
On Melee Kill: 30% (was 5%) chance for +50%/300% Primary Weapon Damage for 12s (was 2s)
Arcane Pulse
On Health Pickup: 60% (was 10%) chance to restore 50/300 Health to allies within 25m (was 10m). 15s cooldown
Arcane Rage
On Headshot: 15% (was 3%) chance for +30%/180% Damage to Primary Weapons for 24s (was 4s)
Arcane Strike
On Hit: 15% (was 3%) chance for +10%/60% Attack Speed to Melee Weapons for 18s (was 3s)
Arcane Tanker
On Archgun Equipped: +200/1200 Armor for 60s (was 10s)
Arcane Tempo
On Critical Hit: 15% (was 3%) chance for +15%/90% Fire Rate to Shotguns for 12s (was 2s)
Arcane Trickery
On Finisher Kill: 15% (was 3%) chance to become invisible for 5s/30s
Arcane Ultimatum
On Finisher Kill: 100% (was 25%) chance for +200/1200 Armor for 45s (was 8s)
Now that the chance is guaranteed, the new description is “On Finisher Kill: +200/1200 Armor for 45s”
Arcane Velocity
On Critical Hit: 90% (was 15%) chance for +20%/120% Fire Rate to Pistols for 9s (was 2s)
Arcane Victory
On Headshot Kill: 75% (was 13%) chance for +0.5%/3% Health Regeneration/s for 9s (was 2s)
Theorem Contagion
Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globe will strike the nearest enemy within 15m dealing 150 (was 25) damage increasing their vulnerability to the globe’s damage type by 25%/200% for 6s (was 1s). Globes will persist for 30s (was 5s) upon leaving the zone.
Theorem Infection
Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 90m (was 15m) by 4%/24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
OPERATOR ARCANES
Emergence Dissipate
WHILE IN VOID SLING: Press the weapon firing input to dissipate the endpoint in a 10m (was 7.5m) radius. Enemies hit have a 100% (was 50%) chance to create a short lived Void Mote that replenishes 5/10 energy on pick up.
We have also made the following changes to Emergence Dissipate:
Void Motes are no longer affected by ‘vortex’ abilities like Void Snare.
Added a 1.5 second delay between generating Void Mote from the same enemy.
Emergence Dissipate was conceptualized as a weaker alternative to Zenurik’s energy gain, but ended up being even stronger than the Energy-focused school in certain cases, going against the Focus rework goals of each school having a unique niche. The above changes also seek to maintain the original goals we had with Void Sling; to encourage a more controlled behavior instead of a spam-centric loop. The slight cooldown motivates more mindful gameplay, but with the benefit of the stat buffs it has received for lower levels.
Now that the chance is guaranteed, the new description is “WHILE IN VOID SLING: Press [fire input] to dissipate the endpoint in a 10m radius. Enemies hit create a short lived Void Mote that replenishes 5/10 energy on pick up.
Magus Cadence
On Void Sling: 100% (was 25%) chance for +15%/90% Sprint Speed for 12s (was 2s)
Now that the chance is guaranteed, the new description is “On Void Sling: +15%/90% Sprint Speed for 12s”
Magus Cloud
On Void Mode: +50%/300% Void Sling Radius for 6s (was 1s)
Magus Drive
On Transference In: Increase K-Drive Speed by 25%/150% for 30s (was 5s)
Magus Elevate
On Transference In: 95% (was 30%) chance to restore 50/300 Health to Warframe
Magus Firewall
On Void Mode: Generate Void Particles every 1s (was 6s) up to 6 particles, each granting 12.5% Damage Reduction for 10s/60s. Taking damage consumes a particle.
Magus Lockdown
On Void Sling: Drop a mine that tethers up to 10 (was 2) enemies in 3m/15m for 4s.
Magus Melt
On Void Sling: Increase Heat Damage in Operator Mode by 30% (was 5%) for 15s (was 2.5s), stacking up to 2x/7x
Magus Overload
On Void Sling: Stun robotic enemies for 3s, which then discharge Electricity Damage dealing 15%/80% of their Max Health to anyone within 25m (was 5m).
Magus Repair
On Void Mode: Heal Warframes within 30m (was 5m) by 5%/25% Health/s.
Magus Replenish
On Void Sling: 100% (was 25%) chance to heal 5%/30% Health
Now that the chance is guaranteed, the new description is “On Void Sling: Heal 5%/30% Health”
Virtuos Fury
On Status Effect: 20% (was 5%) chance for +7.5%/30% Damage for 4s (was 1s)
Virtuos Ghost
On Headshot: 40% (was 10%) chance for +15%/60% Status Chance for 12s (was 3s)
Virtuos Null
On Kill: +5%/20% Amp Energy Regeneration for 4s (was 1s)
Virtuos Shadow
On Headshot: 40% (was 10%) chance for +15%/60% Critical Chance for 12s (was 3s)
Virtuos Strike
On Critical Hit: 20% (was 5%) chance for +15%/60% Critical Damage for 4s (was 1s)
Virtuos Tempo
On Kill: 60% (was 15%) chance for +15%/60% Fire Rate for 8s (was 2s)
KITGUN ARCANES
Pax Bolt
On Headshot Kill: 100% (was 25%) chance for +7.5%/30% Ability Efficiency and +7.5%/30% Ability Strength on the next Ability used within 4s (was 1s)
Now that the chance is guaranteed, the new description is “On Headshot Kill: +7.5%/30% Ability Efficiency and +7.5%/30% Ability Strength on the next Ability used within 4s”
Pax Seeker
On Headshot Kill: 100% (was 25%) chance for 1/4 projectiles burst from the enemy and seek the heads of nearby enemies.
Now that the chance is guaranteed, the new description is “On Headshot Kill: 1/4 projectiles burst from the enemy and seek the heads of nearby enemies.”
Residual Boils*
On Kitgun Kill: 20% (was 5%) chance to spawn volatile hives for 3s/12s that explode when enemies approach for 80 (was 20) Heat Damage in 10m (was 2.5m). Standing in the area applies Heat Damage type to Theorem Arcanes.
Residual Malodor*
On Kitgun Kill: 20% (was 5%) chance to create a frigid mist for 3s/12s, dealing 40 (was 10) Cold Damage/s. Standing in the area applies Cold Damage type to Theorem Arcanes.
Residual Shock*
On Kitgun Kill: 20% (was 5%) chance to spawn an electrified spike for 3s/12s, dealing 200 (was 50) Electricity Damage to enemies within 10m (was 2.5m). Standing in the area applies Electricity Damage type to Theorem Arcanes.
Residual Viremia*
On Kitgun Kill: 20% (was 5%) chance to create pool of toxic blood for 3s/12s, dealing 40 (was 10) Toxin Damage/s. Standing in the area applies the Toxin Damage type to Theorem Arcanes.
*As a bonus for the four Residual Arcanes above, we’ve added some extra improvements - all four have had their buff radius increased to 9m, and each now has a 20% chance to proc their status type on all damage instances!
ZAW ARCANES
Exodia Brave
On Heavy Attack Kill: +1.3/5 Energy Rate for 4s (was 1s). Stacks up to 3x
Exodia Force
On Status Effect: 50% (was 5%) chance to deal 50%/200% Weapon Damage to enemies within 6m (was 3m).
Exodia Hunt
On Ground Slam: 50% (was 20%) chance to pull enemies within 6m/12m into melee range
Exodia Might
On Finisher Kill: 50% (was 13%) chance for +7.5%/30% Life Steal for 8s (was 2s)
UI CHANGES:
Added FX backdrop to equipped Arcanes in the Operator Equipment screen.
Changed color on Amp Arcanes to all use the same green.
Updated Arcane icons back to being square.
FIXES:
Fixed several icon issues:
Fixed the Arcane icons being improperly sized when equipped.
Fixed being able to equip multiple Arcanes on Kitguns through chat-link.
Fixed the new Arcanes from the Angels of the Zariman update all displaying as ‘Common’ in the mission progress screen, regardless of their actual rarity.
The Incarnon Weapon vendor in the Chrysalith also offers 10 new Arcanes in their Offerings! They also have a chance of dropping from defeated Thrax and Void Manifestation enemies.
*Stats shown are Rank 5
Molt Efficiency (Warframe)
While Shields Are Active: Gain 6% Ability Duration per second, up to a maximum of 36%.
Molt Vigor (Warframe)
On Operator Ability: 45% Ability Strength on next Warframe Ability cast.
Cascadia Overcharge (Warframe)
While Overshields Active: +300% Critical Chance.
Emergence Renewed (Operator)
On Energy Depleted: Increase Energy Regeneration by 300% over 5s. Cooldown: 30s
Emergence Savior (Operator)
On Lethal Damage: Become invulnerable for 5s and recover 60% Health. Cooldown: 90s.
Eternal Eradicate (Operator)
On Operator Ability: +60% Damage for Amps for 8s.
Emergence Dissipate (Operator)
On Void Sling: Press the fire input during Void Sling to dissipate the endpoint in a 10m radius. Enemies hit have a 100% chance to create a short lived Void Mote that replenishes 10 Energy on pick up.
Fractalized Reset (Primary)
On Ability cast: +240% Reload Speed for 5s.
Cascadia Accuracy (Secondary)
On Roll: +300% Critical Chance on Headshots for 4s.
Cascadia Empowered (Secondary)
On Status Effect: Deals an extra +750 damage matching the damage type of the Status Effect.
Changes:
Arcane descriptions now include what they can be equipped on.
Added sounds to Arcane selection in the Mod Screen.
Updated Arcane buff FX.
Fixes:
Fixed the Magus Destruct Arcane increasing enemy resistance to Puncture damage, not decreasing like intended.
Fixed selecting Operator Arcane being unreliable/unresponsive on first interaction.
Also fixes the UI getting confused between Operator Arcane and Amp Arcane in follow up interactions.
We are going to start with the biggest change: You can now add Arcane Slots (name not final) to your Primary and Secondary weapons, and fill the Slots with new Arcanes that enhance and reward diverse gameplay.
Our entire approach to making Guns a comparable choice in your Arsenal orbits around the notion that Gunplay is fundamentally more varied than Melee: there are pinpoint accuracy guns, AOE guns, and high fire rate Guns (and everything in between). There’s reload times, magazine sizes, and more. We want to make these varied options better at what they do by rewarding you for using them well - thus, Arcanes!
Because the Gunplay falloff is more of a late-game problem, these new Upgrades will be earned through late-game content systems -- namely, the Steel Path. You’ll be able to get the Arcane Slot Unlockers from Steel Path Honors, whereas the Arcanes themselves drop from Acolytes in the Steel Path! The spawn frequency of Acolytes is also being increased, meaning you’ll get more Steel Essence, as well as more chances for the Arcane you want. All Acolytes will drop them!
There are 6 Arcanes (3 Primary, 3 Secondary) that you’ll be able to rank up and put to put into the new Slots:
PRIMARY:
The first Primary Arcane is designed with Primary weapons that perform well as AOE or high rate-of-fire weapons. This Arcane will reward kills with the following stats at Max rank:
PRIMARY MERCILESS
On Kill:
+30% Damage for 4s. Stacks up to 12x.
+30% Reload Speed
+100% Ammo Max
The more you kill, the more damage you can build up. Groovy!
The second Primary Arcane is designed with high precision weapons in mind. Make your Headshots count for greater performance (excluding AOE headshots)!:
PRIMARY DEADHEAD
On Headshot Kill:
120% Damage for 24s. Stacks up to 3x.
+30% to Headshot Multiplier.
-50% Weapon Recoil
The final Primary Arcane is designed with using your full loadout in mind, enter Melee synergy:
PRIMARY DEXTERITY
On Melee Kill:
+60% Damage for 20s. Stacks up to 6x.
+60% Holster Speed.
+7.5s Combo Duration.
SECONDARY:
Secondary Weapons will receive the same options as Primary Weapons for their Arcanes, but with their own version. In practice, you’d be able to equip yourself with a Precision Secondary like the Knell, a high-fire rate Primary like the Grakata, and select the Arcane that will reward each play style best!
The stats are the same for the Secondary versions of the New Arcanes:
SECONDARY MERCILESS
On Kill:
+30% Damage for 4s. Stacks up to 12x.
+30% Reload Speed
+100% Ammo Max
SECONDARY DEADHEAD
On Headshot Kill:
120% Damage for 24s. Stacks up to 3x.
+30% to Headshot Multiplier.
-50% Weapon Recoil
SECONDARY DEXTERITY
On Melee Kill:
+60% Damage for 20s. Stacks up to 6x.
+60% Holster Speed.
+7.5s Combo Duration.
Ultimately each Arcane stacks up to the same amount of damage, but it’s how you choose to get there that counts. Precision? Spray and Pray? Melee synergy? Your choice!
The “Arcane Adapters themselves are an item you’ll need to install on the weapons you want to take further, and you can find the Primary and Secondary Arcane Adapters in the Steel Path Honors. The Arcanes themselves drop from Acolytes on The Steel Path.
Actualise... synergy... SYNERGISE! Residual Arcanes and Theorem Arcanes are geared towards synergising with each other to provide a different method of imposing elemental damage. Discover these new synergized Kitgun and Warframe Arcanes as rewards from the new Isolation Vault Bounties.
Kitgun Arcanes (max rank)
Residual Viremia - On Kitgun Kill
20% chance to create a pool of toxic blood for 12s, dealing 40 Toxin Damage/s. Standing in the area applies the Toxin Damage to Theorem Arcanes.
Residual Malodor - On Kitgun Kill:
20% chance to create a frigid mist for 12s, dealing 40 Cold Damage/s. Standing in the area applies the Cold Damage to Theorem Arcanes.
Residual Boils - On Kitgun Kill:
20% chance to spawn volatile hives for 12s that explode when enemies approach for 80 Heat Damage in 10m. Standing in the area applies Heat Damage type to Theorem Arcanes.
Residual Shock - On Kitgun Kill:
20% chance to spawn an electrified spike for 12s, dealing 200 Electricity Damage to enemies within 10m. Standing in the area applies Electricity Damage to Theorem Arcanes.
Warframe Arcanes (max Rank)
Theorem Contagion
Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing *150 damage *increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for *30s upon leaving the zone.
+1 Arcane Revive.
Theorem Demulcent
Standing in a zone created by a Residual Arcane increases weapon damage by *12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
+1 Arcane Revive.
Theorem Infection
Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within *90m by *24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
Fixed Arcane tooltip in your Inventory showing more information than necessary. The tooltip of the selected Arcane should only show the Rank information.
Updated the Arcane ‘DISTILL’ term to ‘BREAK DOWN’ to acquaint new Arcane Management mechanics.
Added tips to the Arcane screen for ‘BREAK DOWN’, Arcanes that refresh, and how to obtain respective Arcanes.
Arcanes are now displayed with their respective Icon in the HUD, instead of the generic Arcane icon.
The Rank-Up button 'R2' is now displayed to the left of the next Arcane Rank in the Arcane Upgrade screen.
Arcanes that are sold in Vendor Offerings will now only show Max Rank tooltip information, and UI indication that the Arcane you’re purchasing is Unranked.
This fixes Arcane tooltips expanding off screen when viewed in Vendor Offerings.
Clarified Arcane requirements for Arcane Trickery, Arcane Ultimatum, and Exodia Might by adding ‘Kill’ to the ‘On Finisher’ line.
After years of Arcanes as a system - with several additions to the offerings and replacement locations, we are doing several things:
Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3.
Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows:
View Arcane Changes List▾▾
Arcane Acceleration:
On Rank 5: On Critical Hit: 30% chance for 90% Fire Rate to Primary Weapons for 9s.
Arcane Aegis: On Rank 5: On Shield Damaged:
3% chance for +30% Shield Recharge for 12s.
Arcane Agility:
On Rank 5: on Damaged:
60% chance for +60% Parkour Velocity for 18s.
Arcane Arachne: On Rank 5: On Wall Latch:
150% Damage for 30s.
Added a Cooldown
Arcane Avenger:
On Rank 5: On Damaged:
21% chance for +45% Critical Chance for 12s
Arcane Awakening:
On Rank 5: On Reload:
60% chance for +150% Damage to Pistols for 24s
Arcane Barrier:
On Rank 5: On Shield Damaged:
6% chance to instantly restore all Shields.
Arcane Blade Charger:
On Rank 5: On Primary Weapon Kill
30% chance for +300% Melee Damage for 12s
Arcane Bodyguard: On Rank 5: On 6 Melee Kills within 30s
Heal Companion for 900
Arcane Consequence:
On Rank 5: On Headshot:
100% Chance for +60% Parkour Velocity for 18s.
Arcane Deflection:
On Rank 5: 102% chance to resist a Slash Damage effect
Arcane Energize:
On Rank 5: On Energy Pickup
60% chance to replenish Energy to nearby Allies
Added duration and Cooldown added (cannot re-trigger while active).
Arcane Energize will still give Energy to toggled Warframe Abilities - this has been asked a lot.
Arcane Eruption:
On Rank 5: On Energy Pickup
100% chance to Knockdown nearby enemies.
Arcane Fury:
On Rank 5: On Critical Hit:
60% chance for +180% Melee Damage to Melee Weapons for 18s
Arcane Grace
On Rank 5: On Health Damaged:
9% chance for +6% Health Regeneration/s for 9s
Cooldown added (cannot re-trigger while active).
Arcane Guardian
On Rank 5: On Damaged:
15% chance for +900 Armor for 20s
Arcane Healing
On Rank 5:
+102% chance to resist a Radiation Damage effect
Arcane Ice
On Rank 5:
+102% chance to resist a Heat Damage effect
Arcane Momentum
On Rank 5: On Critical Hit:
60% chance for +150% Reload Speed to Sniper Rifles for 12s
Arcane Nullifier
On Rank 5:
+102% chance to resist a Magnetic Damage effect
Arcane Phantasm
On Rank 5: On Parry:
45% Chance for +60% Speed for 18s
Arcane Pistoleer
On Rank 5: On Pistol Headshot Kill:
60% Chance for +102% Ammo Efficiency for 12s
Cooldown added (cannot re-trigger while active).
Arcane Precision
On Rank 5: On Headshot:
100% Chance for +300% Damage to Pistols for 18s
Cooldown added (cannot re-trigger while active).
Arcane Primary Charger
On Rank 5: On Melee Kill:
30% chance for +300% Primary Weapon Damage for 12s
Arcane Pulse - Increased stats and added cool down
On Rank 5: On Health Pickup:
60% chance to Heal nearby allies
Arcane Rage
On Rank 5: On Headshot:
15% chance for a +180% Damage to Primary Weapons for 24s
Arcane Resistance
On Rank 5:
+102% chance to resist a Toxin Damage effect
Arcane Strike
On Rank 5: On Hit:
15% chance for +60% Attack Speed to Melee Weapons for 18s
Arcane Tanker- Increase the durations cool down
On Rank 5: On Archgun Equipped:
+1200 Armor for 60s
Arcane Tempo
On Rank 5: On Critical Hit:
15% chance for +90% Fire Rate to Shotguns for 12s
Arcane Trickery
On Rank 5: On Finisher:
15% chance to become invisible for 30s
Arcane Ultimatum - increased stats and duration
On Rank 5: On Finisher:
100% chance for +1200 Armor for 45s
Arcane Velocity
On Rank 5: On Critical Hit:
90% chance for +120% Fire Rate to Pistols for 9s
Arcane Victory
On Rank 5: On Headshot Kill:
75% chance for +3% Health Regeneration/s for 9s
Arcane Warmth
On Rank 5:
+102% chance to resist a Cold Damage Effect.
Removing the ability to Equip two of the same Arcane simultaneously.
Added the ability to Distill assembled Arcanes back into multiple unranked ones.
Arcanes that can trigger again while the Arcane is active are indicated in the Arcane Manager screen with a ‘Duration Can Refresh’ text.
Arcanes will require 21 Arcanes to reach the new Max Rank of 5. Scarlet Spear will feature a buy-what-you-want shop for Arcanes based on the currency earned in the event. It will launch in March shortly after this Mainline.
Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allows two of the exact same upgrade to be equipped - and we would rather players have variety than duplications. In the same way you can’t equip Amalgam Serration and regular Serration, you can’t equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before.
Fixes
Fixed missing controller button callout to Rank up an Arcane in the Arcane Manager screen
With Fortuna's release, we applied some general economy changes based on takeaways from Cetus. Now that we have returned to Cetus and the Plains of Eidolon with a remaster, we are applying some 'Economy Remaster' changes to go with the changes in an effort to apply our continued learnings. Change is the name of the game - thank you for all feedback on our economies and for being receptive to change!
Replaced Arcane Blueprints with Arcanes in Quills Offerings meaning that Arcanes no longer need to be built.
Replaced Arcane Blueprints with Arcanes in Hok's Offerings meaning that Arcanes no longer need to be built.
Owned Magus, Exodia, and Virtuos Arcane Blueprints have been converted to full-crafted Arcanes.
As mentioned in yesterday's Hotfix, we have made some changes to the Arcane Manager screen to alleviate confusion when Upgrading. We will continue to monitor this for further necessary changes!
When Upgrading an Arcane, you can now specify what level you want to Upgrade it to.
When Upgrading an Arcane, you can now do multiple Ranks in a single operation.
The ‘NEXT RANK’ button will appear grayed out if you do not have the required amount of Arcanes to proceed to the next rank.
Changed the Arcane Rank indicators to be Arcane icons instead of numbers.
It’s been quite some time since we really dived back into Arcanes. Moving Arcanes to the Teralyst, Gantulyst and Hydrolyst was just the first step in a much bigger movement to improve the Arcane system that some Tenno might not even know exists.
If you need an Arcane refresher, this spoiler is for you!
What is an Arcane?
Previously: Arcanes are Enhancements that can be installed on certain equipment and cosmetic items to grant them buffs that can be activated by achieving certain conditions within a mission.
Currently: Arcanes are Enhancements that can be installed on your Warframe, Operator, Operator Amp, or Zaw to grant them buffs that can be activated by achieving certain conditions within a mission.
How do I get an Arcane?
As of Hotfix 22.13.2 (2018-02-16), Arcanes are rewards from defeating the Teralyst, Gantulyst, and Hydrolyst in the Plains of Eidolon.
How do I view my Arcanes?
The Arcane Manager screen can be accessed by going to your Foundry and clicking the ‘ARCANES’ button on the bottom right of your screen.
How do I Upgrade my Arcanes?
Having multiple of the same Arcane will allow you to Upgrade it (similar to Mods). Upon accessing your Arcane Manager screen, you will see the button to Upgrade your Arcane and the stats included when it is Upgraded:
Choosing to Upgrade your Arcane results in consuming said Arcanes:
Your newly Upgraded Arcane will now display it’s Upgraded status and option to continue to Upgrade:
What’s New/Changed
Upon logging in, all Arcanes installed on Cosmetics/Helmets will be Distilled because Arcanes can no longer be installed on Cosmetics/Helmets.
Old Legacy Arcane Helmets will keep their Arcane installed but you can not equip the Legacy Arcane Helmet on a Warframe with 2 Arcanes already installed.
Arcanes can only be installed on your Warframe, Operator, Operator Amp, or Zaw.
You can install 2 Arcanes per Warframe Operator and 1 on your Operator Amp, or Zaw.
You can now trade Upgraded Arcanes!
Arcanes have received a visual overhaul! Arcane Rarity now matches the style we use on Mods and Relics. Hopefully this is a much clearer representation of their Rarity than before.
You can now search/sort within the Arcane Manager screen.
You must be at least Mastery Rank 5 or have an Arcane owned if below Mastery Rank 5 to install an Arcane.
Teralyst, Gantulyst and Hydrolyst now all drop Arcanes!
All 3 Teralysts have a 100% chance of dropping an Arcane.
The variety of Arcanes have been spread out across all 3 variants and weighted according to the rarity of the Arcane and difficulty of the Teralyst variant.
How you choose to defeat the Teralyst variants also attributes to the Arcane type/chance.