Archon Vitality is an Archon mod for Warframes that increases Health and applies an extra

Stats[]
Rank | Health |
---|---|
0 | +9% |
1 | +18% |
2 | +27% |
3 | +36% |
4 | +45% |
5 | +55% |
6 | +64% |
7 | +73% |
8 | +82% |
9 | +91% |
10 | +100% |
Acquisition[]
Archon Vitality is available from Chipper of Kahl's Garrison for 40 Stock, requiring players to be at Rank 3 - Fort to purchase.
Notes[]
- Abilities that inflict
Heat status proc(s) will inflict one additional
Heat proc that deals the same damage.
- Effect does not scale with mod rank. The mod can optionally be left unranked to save capacity.
- Only some Warframes inflict
Heat status procs.
Chroma's
Spectral Scream and
Elemental Ward, which can be transferred via Helminth.
Citrine's
Prismatic Gem
Ember's
Fireball, part of
Inferno, as well as
Fire Blast, which can be transferred via Helminth.
Gauss's
Thermal Sunder, which can be transferred via Helminth.
Hildryn's
Pillage with
Blazing Pillage
Lavos's
Catalyze and can imbue
Heat to all other abilities.
Inaros's
Sandstorm with
Elemental Sandstorm with heat on a melee weapon.
Mirage's
Sleight of Hand with
Explosive Legerdemain.
Nezha's
Fire Walker, which can be transferred via Helminth,
Blazing Chakram, and
Warding Halo.
Nova's
Null Star with
Neutron Star
Protea's
Blaze Artillery
Trinity's
Link will add an additional
Heat proc whenever a
Heat status effect is redirected to linked enemies.
Voruna's
Fangs of Raksh, though only 1 extra heat status effect will be added, despite the ability adding 10.
Wisp's
Sol Gate
Wukong's
Celestial Twin when equipped with
Primal Fury modded for
Heat.
Zephyr's
Tornado after absorbing
Heat damage.
- Exalted Weapons also benefit when modded for
Heat directly or via Warframe. For example,
Chromatic Blade works but
Whipclaw does not work.
Garuda Talons modded with
Heat works.
See also[]
Vitality, the normal version of this mod with lower capacity cost.
Umbral Vitality, an alternative to this mod with a set bonus and unique polarity.
Patch History[]
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
Warframe Mod Changes:
- Archon Vitality: +100% Health (was +440%)
Hotfix 32.0.9 (2022-10-05)
- Fixed Atlas’ Landslide ability triggering Archon Mod effects.
Hotfix 32.0.7 (2022-09-28)
- Fixed Ember’s Fire blast shockwave not proc’ing Archon Vitality’s double Heat damage bonus.
Hotfix 32.0.1 (2022-09-07)
- Removed Trading and Transmuting functionality for the new Archon Warframe Mods
- The intended path to earning these Mods is through Kahl’s Garrison, and not through Transmutation. While Transmutation will remain disabled, we will re-enable Trading again once these Mods have officially been released next week with Kahl’s Garrison.
Update 32.0 (2022-09-07)
- Introduced.
35 comments
I heard this works on Glory. Would make sense because it's an exalted weapon that can be modded for heat.
Does anyone know if archon vitality functions with embers augment fireball frenzy?
Nope, just tested. Fireball frenzy doesn't "transform" the heat proc from weapons to an ability heat proc. Therefore it doesn't double the heat proc.
Reading the mod does not explain the mod, probably the worst mod in terms of wording.
Literally just say "Abilities which deal Heat status apply an additional stack"
It should just say "Heat Status Effects dealt by abilities will be applied twice." Shorter AND more accurate description
Except it's not 2x, it's +1, which is the same effect most of the time, but not for Fangs of Raksh or for high strength Elemental Sandstorm Inaros, both of which can inflict multiple heat procs in a single cast/tick, and only get +1 from this ability. So it should say something like "Abilities that apply Heat Status Effects will apply an additional Heat Status Effect"
Understandable, I was just mimicking how the original mod says "will be applied twice." Seeing as that isn't always true, then yes, it should say "apply an additional heat status effect"
The mod's text is the most false-advertising mod description I have ever seen in Warframe. Per the mod's text, Cirtrine's Prismatic Gem should have ALL status effects applied twice, since the ability does heat damage and the mod does not specify that ONLY heat status effects are applied twice. Feels like I just wasted 40k endo and 2 mil credits.
Not actually since it specifcy "abilities" and not ONLY heat procs, so I still think they should update it
Like "Abilities that deal heat damage will proc an extra heat status effect" something like it
Agree, it definitely needs a description update for clarity. Reading ONLY archon vitality leads you to believe all statuses would work. With context from the other archon mods, you could guess that it only applies to heat (but its still unclear)
Maybe the wording could be a bit clearer, but always remember this: wishful thinking is never a game mechanic.
The fact it just says "status effects from abilities that deal heat damage" rather than just "heat procs from abilities" got me really excited as a Lavos main for a second. I thought I could double *all* my elemental procs on any of my abilities that dealt heat damage.
Still a nice effect, more heat procs are always good, but I was a little bummed
Stiill hit and herit will brrrrrrrrrrrrrrrrrrrrrr
Works for Titania's Razorwing, when Dex Pixia are equipped with heat mods. Tested this today on January 7th, 2024. Also tested it for Diwata, but it's kinda neglectable due to such low basic status chance.
Edit: Didn't realize there's an entry for exalted weapons, my bad.
Thank you for the info! Just what I was looking for!
Can anyone confirm, does this mod effectively double the damage of Protea's 2 or for a single instance of Blaze Artillery, I'm going to only have a single extra proc? Kinda confused with the wording and the math on this one.
The mod will make the turrets apply two heat procs per hit instead of just one per hit.
Testing archon vitality on my excal, I do 7-9 heat procs, without this mod I do 6-8 wut? So I guess its not worth it for him
The wiki page says "Abilities that inflict Heat status proc(s) will inflict one additional Heat proc that deals the same damage". So that sounds in line with what you're getting. Archon Vitality adds 1 Heat proc: you went from 6-8 to 7-9. Makes sense.
But then, the wiki *also* says "doubles Heat procs for abilities that can inflict them" which is false and contradictory to other information on the page. The mod card says ""Status Effects will be applied twice" which is false.
The first sentence of this wiki page should be changed.
Does archon vitality work on companion abiltiesi buffed by Heat Theorem Infection? Like for example Nekros.
Tested, it does not generate additional heat stacks even if you amp ability summons with heat permanently.
If use ability that procs heat it proc heat twice but only the damage from first proc does damage and if proc it again it will be seen as 3rd proc does damage and 4th proc will add but does no damage but if proc again it be seen as 5th proc does damage and a six proc is added. it means building fire faster meaning more damage with less casting ability.
This was made sololy for PROTEA and her Blaze Artillery
No, it was solely created to serve Mesa's "Peacemaker" regulators.
No, it was made for hildryn with blazing pillage
What's better than 1 Heat proc? 2 Heat procs. Useful on Ember.
Duhh?
?
As of Hotfixes 32.0.11 and 32.0.12, Theorem Demulcent combined with Residual arcanes, like Residual Boils which is on this page, no longer applies the elemental damage buff to projectile abilities like Breach Surge, Desolate Hands, and Fireball. It's listed in the patch history section of Theorem Demulcent's page.
Does it work with hall of mirrors? If using Fire weapon
If you don't care about the extra health, you can keep this at Rank 0 (6 drain) and it'll still double the status procs and save yourself the endo/forma.
Yeah...you could do that, but it would be a monumental waste of a mod slot.
If you look at it like that, it's a waste of a mod slot either way because just slotting Vitality is better.
Unless you want both the health boost from vitality and the heat doubling. But the situations in which you want both are pretty rare.
Yes, just slotting vitality would be better.
Mandatory mod on Ember
Unfortunately if you roll Heat with Voruna's 2nd ability, it only applies one additional heat proc instead of another 10.
It does double the Heat damage though, that one is the 10 condensed.
Did somebody tried with Nezha? Is it worth it to destroy a Umbra mod kombo?
So it does work on mesa peacemaker
Yes
I just tried it, and your a damn liar ! Shame on you... it doesn't work like your head.
Put head mods on your regulators you koala
Heat*