The Torid is an Infested variant of the
Ogris, firing
Toxin grenades that releases clouds, similar to the ones thrown by Lobber Crawlers.
Characteristics[]
- This weapon deals
Toxin damage.
- Fires grenades that disperse clouds on impact, dealing damage over time for 10 seconds over a 3 meter radius.
- Grenades stick to allies, enemies and surfaces.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Explosion does not inflict self-stagger.
- Can benefit from
Firestorm (
Primed).
Advantages over other Primary weapons (excluding modular weapons):
- Very high total damage.
- Pinpoint accuracy.
- Very low recoil.
- Grenade Impact (wiki attack index 1)
- High reload speed (1.70 s)
- Above average disposition (●●●●○ (1.30x))
- Poison Cloud (wiki attack index 2)
- High reload speed (1.70 s)
- Above average disposition (●●●●○ (1.30x))
- Incarnon Form (wiki attack index 3)
- Above average crit chance (29.00%)
- Above average reload speed (1.70 s)
- Above average fire rate (8.00 attacks/sec)
- High status chance (39.00%)
- High crit multiplier (3.10x)
Disadvantages over other Primary weapons (excluding modular weapons):
- Low magazine size.
- Projectiles have travel time with heavy arcing.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 0% from central impact.
- Grenade Impact (wiki attack index 1)
- Below average crit chance (15.00%)
- Low magazine (5)
- Low ammo max (60)
- Low fire rate (1.50 attacks/sec)
- Poison Cloud (wiki attack index 2)
- Very low active falloff slope (3.0m/%)
- Low crit chance (15.00%)
- Very low maximum falloff distance (3.0 m)
- Very low magazine (5)
- Very low total damage (40)
- Very low fire rate (1.00 attacks/sec)
- Low ammo max (60)
- Below average crit multiplier (2.00x)
- Incarnon Form (wiki attack index 3)
- Very low magazine (5)
- Low total damage (51)
- Low ammo max (60)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
The Torid's blueprint can be researched from the Bio Lab in the dojo.
Manufacturing Requirements | |||||
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![]() 30,000 |
![]() 2 |
![]() 4,500 |
![]() 600 |
![]() 1 |
Time: 1 Day(s) |
Rush: ![]() | |||||
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![]() | ||||
Bio Lab Research![]() | |||||
![]() 5,000 |
![]() 10 |
![]() 200 |
![]() 750 |
![]() 400 |
Time: 3 Day(s) |
Prereq: Mutagen Mass | |||||
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This weapon can be sold for 7,500.
Notes[]
- Torid launches toxic grenades with a slight arc and slow projectile speed. These grenades stick to anything they hit and explode into gas clouds on impact covering ~3 meter large circles.
- Clouds have innate Punch Through, allowing them to damage enemies through objects.
- Mirage's
Hall of Mirrors ability greatly increases the Torid's AoE Damage due to the additional grenades.
- Clouds do not instantly do damage, so enemies that are quick may run through the cloud without taking any damage.
- The DoT damage can "headshot" enemies, multiplying the damage further when shot at these weakspots.
- Cloud damage can destroy breakable containers.
- Attached projectiles have a tendency to sway on the limbs of their victims, which can hit other enemies unexpectedly.
- Projectiles can stick to Arctic Eximus enemies Snow Globe, with the toxin cloud bypassing the Snow Globe's protection and damaging or killing the occupant inside.
Incarnon Genesis[]
- Upon completion of The Duviri Paradox and Angels of the Zariman, and unlocking The Steel Path, players can earn
Torid Incarnon Genesis from The Circuit's Steel Path to place on their Torid with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
Evolution[]
- Installing the Torid Incarnon Genesis requires 20
Pathos Clamps, 60
Rune Marrow and 20
Maw Fangs.
- When installed, the first Evolution tier is unlocked. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Direct shots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Fire a long-range
Toxin beam.
- Incarnon Form becomes a continuous beam weapon with a 40 meter range, and a 3 meter damage radius from the point of impact against a surface. The beam is then capable of chaining to up to 5 nearby enemies within 6 meters of each other, with each chain doing 75% of the previous chain's damage. The base damage, Critical Chance, Critical Multiplier, and Status Chance are also increased. However, the Zoom is reduced.
- Punch Through mods have no effect on the behavior of the beam.
- Mods such as
Sinister Reach or
Combustion Beam are not available for use, as the base Torid is not a beam weapon.
- As a continuous weapon, the spherical damage radius does not benefit from Multishot; only targets directly hit by the beam benefit.
- The beam will chain independently to 5 additional enemies starting from each target hit by the initial damage radius. Each chain chooses targets independently, and an enemy can be struck by multiple chains. However, due to the damage radius not benefiting from multishot, beams chaining from targets that were in the damage radius but not directly struck by the initial beam itself will also not benefit from multishot.
- The damage radius is not a separate damage instance from the beam, so a target that is directly struck by the beam is still only hit once.
- Incarnon Form becomes a continuous beam weapon with a 40 meter range, and a 3 meter damage radius from the point of impact against a surface. The beam is then capable of chaining to up to 5 nearby enemies within 6 meters of each other, with each chain doing 75% of the previous chain's damage. The base damage, Critical Chance, Critical Multiplier, and Status Chance are also increased. However, the Zoom is reduced.
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticule by achieving direct shots and then pressing the Alternate Fire button. 5 direct shots will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
- Torid's poison cloud does not build charges.
- Individual Multishot bullets can build charges.
- Instead of drawing ammunition from its reserves, the Torid's Incarnon Form uses a separate "magazine" with each charge producing 34 rounds to a maximum of 170. Once all ammunition is expended, the Torid reverts to its normal form.
- Incarnon Form's magazine is not affected by mods.
- Incarnon Form is not affected by Ammo Efficiency (such as
Energized Munitions).
- Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
- Swapping to and from Incarnon Form will fully reload the normal form's magazine.
Evolution II[]
- Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Final Fusillade:
- Increase Damage by +51.
- +3 Multishot on last shot in magazine.
- Perk 2: Plentiful Mayhem:
- Increase Damage by +31.
- Multishot consumes ammo directly from Capacity and increases Damage by +60%.
- Affects both modes. In the case of Incarnon Form, it pools directly from its magazine.
- On the Incarnon form, instead of increasing the damage of additional projectiles created by multishot, all multishot bonuses are increased by 60%.
Evolution III[]
- Unlock Challenge: Kill 100 enemies with this weapon's Incarnon Form.
- Perk 1: Swift Deliverance:
- +50% Projectile Speed.
- Perk 2: Renewed Horror:
- On Reload from Empty: Lingering damage field duration doubles on first shot.
- Perk 3: Extended Volley:
- Increase Magazine Capacity by +9.
Evolution IV[]
- Unlock Challenge: Activate Incarnon Form 15 times.
- Perk 1: Commodore's Fortune:
- Increase Critical Chance by +20%.
- Perk 2: Survivor's Edge:
- Increase Critical Chance by +15%.
- Increase Status Chance by +15%.
- Perk 3: Elemental Balance:
- Increase Status Chance by +34%.
Tips[]
- Innate
Toxin damage may be combined with
Electricity damage to deal
Corrosive damage for use against Grineer or Ancients, or combined with
Heat damage to instead deal
Gas damage, for use against light Infested units.
- Trapping enemies with Vauban's
Bastille and firing into them is an efficient way of killing large groups of enemies quickly, dealing large amounts of damage if the player stacks multiple gas clouds.
Saryn can use
Toxic Lash to augment Torid's Toxin damage output, or add Toxin in case the weapon's innate Toxin damage is modded, and turn the resulting clouds into extremely deadly DoT traps.
- Stacking multiple grenades on an ally allows them to run into groups of enemies to deal large amounts of damage.
- Hitting an enemy directly will deal the impact damage but also guarantee that the enemy will take the maximum possible damage, as they cannot move out of the cloud that is attached to them.
- Torid projectiles can also attach to corpses and will remain at their position even if they disintegrate, granting a fixed position mid-air and allowing a greater spread of toxin damage onto enemies.
- Can equip the
Firestorm (
Primed) mod, which increases the size of its gas clouds and allows it to cover a much larger area and hit more enemies as a result.
- Toxin clouds can proc
Hunter Munitions on each tick of damage.
Trivia[]
- The toxin gas clouds caused by this weapon resulted in a severe drop in frame rate for all players. Update 8.3 (2013-07-04) toned down the effects, making them less taxing on computers.
- Its projectiles share the model from the toxic cloud projectiles fired from J3-Golem and Lephantis. The cloud itself also shares its model with Toxic Crawlers upon death.
- Prior to Update 12.6 (2014-03-26), the Torid shared the same visual model as the old
Ogris model, but with a green body.
- Unlike other Infested-themed weaponry in the Bio Lab that are either purely biological (like the
Synapse) or mechanical (the
Acrid), the Torid has visible Grineer-styled machined parts alongside its Infested fleshy parts, making it the first Bio-Lab hybrid weapon.
- The visually-reworked
Ogris in Update 16.0 (2015-03-19) has many identical parts to the Torid, suggesting that the latter weapon is an Infested version of the former.
- Unlike other Infested-themed weaponry in the Bio Lab that are either purely biological (like the
- The projectiles fired by the Torid are pulsing masses of Infested tissue with tubes that pump out the noxious gas.
- The small canister at the bottom of the Torid has Grineer letters spelling out "KILL".
- The weapon's name is derived from "Torrid", which in English can either mean "very hot and dry" or "full of difficulty".
- Torid uses
Primed Sniper Ammo Mutation and
Sniper Ammo Mutation
Known Bugs[]
- Projectiles will not explode, when shot into water or upon hitting a resource formation.
- Due to length of the barrel, Torid can shoot through locked doors.
- Can be sucked into
Grendel using his
Feast, but the clouds will damage him instead of enemies.
Galvanized Aptitude is multiplicative to base damage sources on direct hits and resulting clouds of regular form.
- Clouds receive the multiplicative bonus only on the attached target.
Media[]
Patch History[]
Hotfix 32.0.7 (2022-09-28)
- Fixed the Torid being unable to deal damage with their radial attack. As reported here: https://forums.warframe.com/topic/1322604-torid-mutalist-cernos-and-pox-lost-their-radial-attacks-investigating
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
10 Ammo per Pick Up:
- Torid
- Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
- Radial damage no longer gains extra headshot damage or triggers headshot conditions.
- This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
Update 31.5 (2022-04-27)
- Fixed the Torid missing their ‘Embed Damage Radius’ and ‘Embed Time’ stats.
Update 29.5 (2020-11-19)
- Fixed embedded Torid projectiles getting destroyed by incoming damage like an electrical Status Effect.
Hotfix 27.4.3 (2020-05-05)
- Fixed Torid Toxin grenades dealing self-damage.
Hotfix 25.0.4 (2019-05-28)
- Fixed the Torid not dealing radial Damage over time when its projectile lands on the ground or otherwise not on an enemy.
Update 22.12 (2018-02-09)
- Increased fire rate
- Increased reload speed from 3 secs to 1.7 secs
- Increased Projectile Speed
- Improved Projectile Trail FX
- Status chance increased from 20% to 23%. (unlisted)
Hotfix 19.12.2 (2017-03-06)
- Fixed lingering Torid projectiles causing self-damage after Hall of Mirrors wears off.
Hotfix 19.0.5 (2016-11-18)
- Fixed Adhesive Blast causing the Torid projectile sound to not play.
Update 18.10 (2016-04-29)
- Fixed Torid not applying energy color correctly on certain FX.
Hotfix 15.13.1 (2015-02-05)
- Restored Torids 20% base status chance.
Update 15.13 (2015-02-05)
- Fixed the Torid not dealing DOT damage to impacted target.
Update 14.10 (2014-10-08)
- Changed Critical Chance logic by allowing it to occur on Radial Explosions (both friendly and enemy where applicable). This fixes an issue with the Torids gas cloud not allowing for criticals.
Update 14.9 (2014-10-01)
- Fixes reported cases of clients not being able to damage enemies caught in Vortex when using the Ogris, Torid, etc.
Update 14.6 (2014-09-11)
- Fixed an issue with the Torid in the Foundry not appearing correctly.
Hotfix 14.5.2 (2014-09-03)
- Increased Torid's ammo capacity to 60.
- Increased the critical chance on the Torid to 15% and the chance to proc its effect to 20%.
- Firestorm mods will now affect Torid gas clouds.
- Fixed the visual effects appearing incorrectly on the Torid.
Hotfix 14.5.0.2 (2014-08-28)
- Tweaked Torid's visual damage range.
Update 14.2 (2014-08-13)
- Ammo capacity reduced from 540 to 20.
- Impact of Projectile: 15% Proc Chance.
- Gas Cloud changes:
- Now has 10% critical chance.
- Now 2x Critical Multiplier
- Now has 40 DPS in Gas Cloud.
- Damage radius increase from 1.75m to 3m
Update 14.0 (2014-07-18)
- Improved performance on the Torid and Drakgoon Effects.
Update 13.7 (2014-06-11)
- Improved the performance of the Torid on low end computers.
Update 12.6 (2014-03-26)
- The Torid has received a total visual overhaul - check out the new model in your Arsenal/dojo today!
Update 11.5 (2013-12-19)
- Fixed Arsenal stats for weapons that have projectiles with complex damage (Ogris, Penta and Torid).
Update 11.3 (2013-12-12)
- Fixed Torid not gaining bonuses from elemental mods.
Hotfix 10.7.1 (2013-11-08)
- Fixed Torid and Nyx's Absorb causing a game hang.
Update 10.6 (2013-10-30)
- Fixed game-hangs when shooting Absorb bubble with Torid (and possibly other projectile weapons).
Update 10.3 (2013-10-09)
- Fixed Torid gas cloud not appearing when the projectile hits and kills an enemy.
- Fixed Torid gas cloud damage radius, which was larger than the actual visible cloud.
- Fixed Torid elemental damage not being affected by armor.
Hotfix 10.2.1 (2013-10-04)
- Fix for Torid's cloud not using energy colour.
Hotfix 10.1.2 (2013-09-24)
- Fixed Serration mod not affecting Torid damage
Update 9.8 (2013-09-03)
- Torid now uses energy color.
Hotfix 9.6.1 (2013-08-23)
- Updated reload sound effects for Torid
Update 9.4 (2013-08-02)
- Fix for killing blows with Torid affecting resource drops for client.
Update 9.3 (2013-07-26)
- Reduced particle fx on Torid.
Update 9.2 (2013-07-19)
- Fixed the Torid weapons so that they can be fired when coming out of a sprint.
Update 8.2 (2013-06-28)
- Fixed Torid gas clouds not receiving damage buffs from mods.
Hotfix 8.0.7 (2013-06-06)
- Fixed Torid rockets detonating immediately after firing.
Update 8.0 (2013-05-23)
- Introduced.
See also[]
Ogris, the non-infested variant.
Kuva Ogris, the Kuva variant of the non-infested variant.
- Torid Incarnon Genesis, the Incarnon power-up for the Torid.
CollapseResearch • Clan • Dojo | ||||||
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505 comments
This weapon, so long as you understand how its chain mechanics work and build around it, can oneshot any enemy in the entire game, excluding those with damage attenuation. They take slightly longer than the single frame other enemies require. Yes, this does scale up to level cap, though it may not be a single frame for all enemies at that point.
Absolutely disgusting gun for clearing large groups of enemies, though it is very underwhelming in boss/heavy unit fights (just like any beam weapon really). Considering you can easily mod any gun for oneshotting the common mobs, it seems like a huge overkill...
The last unlock is bugged at often the "activate the incarnon form 15 times in one mission" just... won't work. Experiencing it myself, and seen others post about it online, no solution posted anywhere so far. It just won't grant progress, even if you do it 50+ times in a mission.
EDIT: If you experience this bug, you must go into a mission solo and do the 15 activations for the incarnon form. Then it works fine. You can shoot once, activate the incarnon, deactivate it, shoot again, etc for all 15 times.
It baffles me how Torid doesn't use Ogrid skins
Does anyone knows if it triggers Primarily Deadhead? 🤔
No, I'm not going to test it myself. That's why I'm asking.
I would rather act as if it doesn't trigger (it probably doesn't), which is what i have been doing.
Did you find out?
It 50/50 tbh, very hard to trigger but better than nothing
It will only trigger Primary Deadhead on the first target if you aim at the head. Chain reaction will aim for the middle body and will never proc headshot conditions.
Nice
Does the meta torid incarnon evo steup use Plentiful Mayhem? Because I really don't like evo that munch ammo from the ammo reserves, so I'd rather not use it if it's not absolutely needed
The go-to option is usually Final Fusillade - Plentiful Mayhem eats up your ammunition far too much for comfort
Weapon disadvantage part for incarnon lists the magazine and max ammo of the base version
Incarnon Form (wiki attack index 3)
Very low magazine (5) <--[?]
Low total damage (51)
Low ammo max (60) <--[?]
Highly misleading ability to use sniper ammo mutation yet can't equip depleted reload. How to RNG the cake and eat it too.
Requires a Forma to build, but doesn't come with any polarities.
What kinda bullshit is this?
It has a exilus polarity xD
Warframe uses argon to build. But does not disappear after 24 hours. WHAT IS THIS LITERALLY UNPLAYABLE.
That 4 dispo is likely not to stick around....
Been 8 months and it's still here somehow
Considering the current meta, it will likely drop when Sevagoth Prime is released.
Incarno monster - shreds hordes of corrupted in SP as if they were lvl 1 mobs.
The weapon is exceedingly good. I'm ready for the riven apocalypse.
When Wisp Prime arrives I expect disposition to fall to 1 out of 5.
As I've said previously in circa 2015:
Torrid is not so Horrid! D:
MR 4. Funny how that looks now.
I mean, it's the weapon that basically used for relic farming in low level derelict defense mission. I built one back then, but I hated it due to low ammo and I am a gun-blazing type of guy...
Let me tell you guys a little secret, if you use the incarnon form with toxic lash you have infinite ammo as long as you hit your targets
Not anymore
They lashed out.
Would go full toxin/hunter mun with 15cc / 15 status as last incarnon pick
Punch through has no effect on primary fire, firestorm no effect on secondary, please add
Secondary as in incarnon
Primed Firestorm increases the amount of enemies the beam chains to from 6 to 8.
Total bs, it does not increase the beam chain length, but it does increase the radius it can chain to enemies.
Bruh, Incarnon turns this into an AMPREX??? Whyyyyyy mannnn....my fartbomb launcher, thye could've made into a Bubonico-alt fire or give it some funny and interesting gimmick while still being a fartbomb launcher...but they had to make it boring,
The Torid has been around almost since the start of the game, since it was still a green box, its identity engraved into the game, at the very least DE could've stayed true to it...
I agree with OP here. I've had a soft spot for Torid since its inception due to the lingering DoT cloud feature. But it never had the actual damage stats to accomplish anything. I was SO EXCITED when it was getting an Incarnon adaptation, only to find out they made yet another hitscan spread beam. Torid is one of the most unique weapons in the game, and they chose a generic attack type like so many others have. I was hoping for like, a AoE toxin Cloud MIRV of sorts, or a gun that fires homing maggots, something wild. Torid deserves something wild.
I don't know dude. I like the incarnon form and the base form too.
Sometimes I'm too lazy to bother activating the incarnon on this because of how much insane damage it's doing in it's original form now. Acolytes show up, and then step in my puddle of death and show themselves out instantly.
I was also very disappointed that it's just Nukor2, I was hoping it would be bigger aoe, longer lingering clouds, expanding clouds, anything that kept it a lingering cloud but did something extra ;(
Yeah id prefer it being a nightwatch napalm but toxin instead of nukor 2.0
Ooooh boy, really curious what kinda makeover the Incarnon is gonna give this puppy
Well if what was put on the page is to be believed, the incarnon form is quite a change. Shot type changes to hitscan and the fire rate goes way up. If it keeps the cloud effect on impact, then this thing will stack up some aoe real quick.
@Cephalon Scientia You can add the tip of the clouds being able to proc hunter munitions on each tick of damage
Added, thanks! Next time you could just update the page directly. This article (and many others) are not protected against anon edits.