This weapon can be sold for  5,000. Hotfix 36.0.4 (2024-06-26) Fixed Client detonated Glaives not damaging enemies if the “Fire Manual Trigger Weapons Continuously” setting is toggled on. Also fixes Host and Clients not seeing the affected Client’s Glaive Prime being thrown. Update 30.9 (2021-11-11) Fixed Glaives not being affected by abilities that attract projectiles (i.e Mag’s Magnetize). This also fixes a Glaive that has been redirected in such a way infinitely bouncing. This also fixes Glaive being unable to punchthrough certain Metal surfaces (Crewman Helmets) Update 30.5 (2021-07-06) MELEE / PRIMARY BALANCE CHANGES In late 2020, we reworked the Glaive melee class to be more powerful and comfortable to use. Overall, we feel these changes had their intended effect as weapons like the Glaive Prime skyrocketed from obscurity to the top of the pile with their newfound ability to inflict huge damage using heavy attacks. However, these changes also introduced a common issue: players with high melee attack speed would sometimes accidentally throw their Glaives when trying to perform simple melee strikes, and the “catch and release” mechanic sometimes resulted in multiple unintended throws. In reviewing our Melee system, we felt it was a good opportunity to address this concern, while also doing a balancing pass to reflect the power in this newly reworked melee class. That said, our two changes to Glaives go hand in hand: First, the heavy attack wind-up speed is being increased from 0.6 seconds to 1.2 seconds. With more time on the wind-up, it is much harder to accidentally throw when you are trying to swing. With this increased wind-up speed, players are also more capable of performing quick throws. Right now the damage on quick throws is very close to fully charged, so in order to encourage more meaningful choice, our second change is to reduce quick throw damage to approximately 50% of the maximum charge. Exact number changes are as follows: Glaive Prime Direct Hit Damage from 328 to 180 Radial Damage from 492 to 296 Update 29.5 (2020-11-19) Reduced AoE fall off from 50% to 40%. Removed falloff from Throw Explosion and Charged Throw Explosion damage. (Undocumented) Throw Explosion damage increased from 492 to 984 Blast damage. (Undocumented) Charged Throw Explosion damage increased from 592 to 1,184 Blast damage. (Undocumented) Charged Throw and Charged Throw Explosion status chance increased from 33% to 34%. Hotfix 27.2.2 (2020-03-06) Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%: Glaive Prime: 50% Update 27.2 (2020-03-05) Self Damage Changes We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful. The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger. With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe. In the original Dev Workshop, we said: As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact. This is no longer accurate after continued testing. What we are doing now is: No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno. Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices. Update 26.0 (2019-10-31) As a general note, self damage has been removed from Glaive power throws. As this decision made it through the testing pipeline, some mentioned this impacts a specific Chroma interaction, but positively impacts 41 other Warframes. Damage increased from 50 to 164. Range increased from 0.5 to 1.25. Critical Chance increased from 15% to 22%. Slam Attack increased from 100 to 492. Slide Attack increased from 250 to 328. Parry Angle set to 55. Follow Through increased from 0.5 to 0.7. Hotfix 24.5.3 (2019-03-19) Changed the Glaive recall to be done with Melee instead of Melee Channel so its consistent again (Channel being a toggle-only messed up this function). Fixed an error where, after Dual-Wielding gun and Glaive, throwing the Glaive in the "normal" Melee only mode could result in a turbo throw that is only supposed to apply for Dual-Wield. Update 22.4 (2017-11-23) Fixed a loss of functionality if you equip Whirlwind, Power Throw and Quick Return on your Glaive Prime and cause self damage. Update 21.0 (2017-06-29) Increased status chance from 20% to 30% for Melee hits and projectiles. Increased critical chance from 5% to 15% for Melee hits and projectiles. Increased Crit Multiplier from 1.5 to 2. Increased damage from 45 to 50. Knockdown added to recall discharge. Increased Mastery Rank requirement from 0 to 10. Hotfix 11.0.3 (2013-11-22) Fixed Glaive mods not working on Glaive Prime. Update 11.0 (2013-11-20) Introduced.