Afentis is a speargun that serves as the Signature Weapon of Styanax. It shoots ballistic projectiles that embed itself on a surface or enemy before exploding, dealing high
Blast damage but is burdened by low fire rate and low magazine. When thrown with Alternate Fire it impales enemies onto surfaces; impacting the ground instead produces a field that boosts ally Weapons' reload speed, fire rate, and reserve ammo, and reduces recoil.
Characteristics[]
- This weapon deals primarily
Blast damage.
- Primary Fire shoots ballistic projectiles, causing a small 3 meter explosion after 0.8 seconds on impact with a surface or enemy.
- Explosion delay reduces likelihood of inflicting self-stagger, but may allow enemies to move out of the explosion range if not directly hit by the projectile.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Can benefit from
Firestorm (
Primed) and
Cautious Shot.
- Alternate Fire throws a duplicate of the Afentis, allowing the player to keep using the speargun instead of switching to their secondary arm:
- Throwing the spear consumes 1 ammo, then reloads the weapon.
- If it hits an enemy, they are impaled to the surface for 20 seconds.
- Shockwave inflicts self-stagger, despite dealing no radial damage.
- If it does not hit an enemy, the spear produces a 5 meter Ballistarii Might field.
- The field lasts for 10 seconds.
- Killing an enemy while player is within the Ballistari Might field will maintain the buff for 40 seconds which counts down upon leaving the field.
- Ballistarii Might grants the following buffs:
- +50% reload speed
- +20% fire rate
- +100% reserve ammo
- -50% recoil.
- The buff affects both primary, secondary, melee, and atmospheric Archguns.
- Only one spear can be deployed at a time. Throwing the spear again will remove existing spears.
- Thrown spear is unaffected by multishot.
- Reloads 33% of the magazine per second while holstered.
Advantages over other Primary weapons (excluding modular weapons):
- Primary Fire:
Heavy Caliber's penalty is very minimal on this weapon.
- Semi (wiki attack index 1)
- Above average crit chance (26.00%)
- Above average reload speed (1.80 s)
- Above average crit multiplier (2.20x)
- Radial Attack (wiki attack index 2)
- Above average reload speed (1.80 s)
- Very high total damage (800)
- Spear Throw (wiki attack index 3)
- Above average crit chance (30.00%)
- Above average reload speed (1.80 s)
- Above average total damage (400)
- Above average crit multiplier (3.00x)
Disadvantages over other Primary weapons (excluding modular weapons):
- Primary Fire:
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 80% from central impact.
- Low magazine size and ammo pickup.
- Semi (wiki attack index 1)
- Low magazine (4)
- Very low ammo max (12)
- Very low fire rate (0.83 attacks/sec)
- Low disposition (●●●○○ (1.00x))
- Radial Attack (wiki attack index 2)
- Very low active falloff slope (7.5m/%)
- Very low maximum falloff distance (3.0 m)
- Very low magazine (4)
- Very low fire rate (0.83 attacks/sec)
- Very low ammo max (12)
- Below average status chance (24.00%)
- Low disposition (●●●○○ (1.00x))
- Spear Throw (wiki attack index 3)
- Very low magazine (4)
- Very low ammo max (12)
- Very low fire rate (1.00 attacks/sec)
- Very low status chance (20.00%)
- Low disposition (●●●○○ (1.00x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
Afentis's blueprint is available from Chipper of Kahl's Garrison for 60 Stock, requiring players to be at Rank 5 - Home to purchase.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 20,000 |
![]() 8,000 |
![]() 3,500 |
![]() 1,200 |
![]() 2 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
![]() ![]() |
Notes[]
- Currently, Afentis lacks a Signature Weapon bonus with
Styanax.
- The Afentis is currently unique in terms of speargun primary fire usage, in which the crossbow component has its own manual reload animation sequence before launching another bolt, unlike other spearguns which are essentially simply point and fire.
- Due to the Afentis having high explosive shots with potentially massive damage and limited ammunition, the speargun is best treated as if it is a launcher-type primary.
- When combining multishot mods with
Heavy Caliber, one of the bolts will fly towards the point of aim while the rest of the bolts will fan out slightly and explode extremely close to the point of aim even at long ranges.
- When combining multishot mods with
- The primary fire's explosion will ragdoll all enemies caught in it, regardless if they are immediately killed by it or not.
- Planting a delayed explosive bolt on a surface before a nullifier bubble crosses it causes the resulting explosion to deal damage to anyone within the bubble, but not anyone outside it.
- Equipping Punch Through mods will cause the Afentis's bolts to knock down all enemies that they pass through.
- While the bolt's delayed explosion does not trigger headshot conditions, the bolt itself does.
- Triggering bonus critical chance from
Argon Scope (
Galvanized) or
Primary Deadhead will therefore still reinforce the delayed explosion's critical multiplier.
- Triggering bonus critical chance from
- Ballistari Might does not apply to companions.
Tips[]
- When fighting from a holdout position in Survival and Defense missions, plant the Ballistarii Might field well within squadmates' reach so that everyone can easily benefit from the added firepower.
- Note that triggering the extended Ballistarii Might buff will not automatically grant the bonus ammunition reserves, so players must manually pick up the extra ammo while the buff is active or, alternatively, use a Squad Ammo Restore deployable for quick replenishment.
Bugs[]
- Afentis is able to equip
Vigilante Supplies, but not any other Ammo Mutation mod.
- Vigilante Supplies also does not function properly, picking up and consuming secondary ammo boxes without giving ammunition to the Afentis.
Media[]
Patch History[]
Update 35.5 (2024-03-27)
- Fixed the following issues in Afentis’ Unique Trait description:
- Incorrect Reload Speed values - It was showing 100% when it is intended to be 50%.
- Not showing values for Fire Rate and Ammo Maximum.
Hotfix 34.0.1 (2023-10-18)
- Fixed the sound effects created by Afentis’ alt-fire field being far too loud.
Update 32.3 (2023-02-15)
- Fixed the Afentis’ alt-fire not pinning or stunning nearby enemies.
Update 32.2 (2022-11-30)
- Fixed Afentis’ bolts not exploding on kill until after the body had disappeared.
Hotfix 32.0.7 (2022-09-28)
- Fixed being unable to fire the Afentis if you interrupt (by rolling, casting ability, etc.) its re-equip animation.
Hotfix 32.0.6 (2022-09-16)
- Swapped the Tertiary and Accent material channels on the Afentis to better match player expectations and be in-line with other Warframe’s material channels.
- You will notice the colors of your fashion have changed upon log-in. A quick swap of the colors between your Tertiary and Accent channels will restore your fashion to what it was before this Hotfix!
Hotfix 32.0.2 (2022-09-08)
- Fixed Afentis animation glitch if you switch weapons mid alt-fire throw.
- Fixed the Afentis going invisible after you reload with the final ammo in the clip.
Update 32.0 (2022-09-07)
- Introduced.
43 comments
I was curious if the Ballistari Might worked with Nekros' Shadows. So I tested it with a Corrupted Heavy Gunner shadow in the simulacrum, didn't see any increased fire rate or recoil reduction on their shots. Unfortunate. :(
As a Spear throw enjoyer, the throw build (pure damage) is as diffcult as creating Xaku build, terrible 20% status chance and mulitshot mods wont affect the over damage, leaving you with pure damage + crit chance + internal bleeding mods for that slash damage, even all this, you still wont be able to deal enough damage against SP overguard units
Not sure the buffs are worth giving up your primary weapon for. Make something like this as a 2ndary and then maybe I would consider.
WHY DOESN'T IT APPLY TO COMPANIONS!?! Im so sad!
Is it also giving attack speed for melees?
It does, as per the note on the page
The buff affects both primary, secondary, melee, and atmospheric Archguns.
You're telling me I can add even more reload speed and fire rate on top of Merulina guardian's buff? I'm sold
Ballistari might buff is now 100% fire rate and 100% reload speed (ammo max and recoil unchanged)
It's MUCH more worthwhile to take a moment to throw it down and kill something inside the field for the 40 second buff now
It's not. Just retested the values, and in classic fashion, the ones listed in-game are wrong.
I think a simple fix to make the weapon more viable would be to give it forced impact procs, so it could benefit from Internal Bleeding. It already has a low fire-rate, so it would get double the benefit. Also the throw attack needs to benefit from multishot. It isn't a retrievable spear like the others, so it makes no sense why it shouldn't. (Any more than the concept of multishot makes any sense outside of shotguns)
For larger fixes, I think it should function more like the Chakkhur than a launcher. Give it a higher direct hit damage, and a low damage explosion. This would encourage actually getting headshots as the bulk of your damage would benefit from it. The explosion would clear well in low level content, and in high level content it gives more chances to proc status per shot. With this in mind, I think the explosion range would be fine as is. Probably buff up the ammo if you went this route, because you'd get fewer multikills. There are already a ton of launchers that do the job better, so it makes more sense to try and fill another niche.
You could also give it unique "embedded explosive" effect that gives a damage bonus if you land a headshot, similar to the Zymos.
As is, it's trying to be both a launcher and a marksman weapon, and failing at both. It definitely needs some kind of change.
*Golf Clapping*
I...agree. Nice post.
Pretty much. Still using it cause of cool factor but would gladly take some buffs.
I think Styanax's bonus should be an immunity to self knockback from this weapon. He doesn't have inbuilt CC reduction for himself so an explosive weapon is usually not what he wants to equip.
I run Boreal Hatred and Avaitor on Styanax w/ Unariu... poise = prime sure footed. 60% damage reduction w/ using my 4. which i am mostly in Arcane Steadfast/Nullify and his 3 so you don't have energy problems w/ him. Augar Accord for Added shields. Both Boreal and Accord = 300% bonus to shields. Crit rate goes to 145% on him for 2x Hoplite buffs.
Styanax can get overguard with his 4 augment, though, and nullifies stagger and knockdown. This doesn't make the weapon better, but it makes Styanax better at using it.
delayed explosion and reduced ammo for a spear that only has 3m boom range. good balancing.
Just play him and your 1-2 and go to town
Good balancing for sure, just look at how many people use it! /s
This really needed a 7-8 meter blast radius to be viable. 800 base damage is nice, but it will only ever hit 4-ish enemies, assuming you haven't killed the target before it could even detonate. Having a big radius would at least mean it is actually dealing out that damage, and make all the other drawbacks actually have a reason to exist
Nah... just impale the enemies w/ his 1. reason why it has a 50 meter base range and pulls them tightly no rag-doll
The sad thing is, DE knows by now that the drawbacks they put on the primary fire for this are drawbacks the community has regularly pointed out for other weapons. They had to have decided that the Afentis would be host to multiple drawbacks the community hates seeing on their weapons.
What makes this even sadder is that riven stats can't even fix the problems they put on the Afentis. The primary fire is by design trash.
The buff also isn't worth the few seconds needed to put the spear down and "reload". Good guns don't need a mediocre buff like this.
It's a good gun with which to buff another gun. It's at it's best when your secondary can benefit from all the buffs it can provide, since the primary itself is... Eeeeeech. It's not bad on it's own, mind you, but it's not particularly great either, and the fuse delay just hurts to see in a game where enemies don't live very long.
Good only for it's buff. Primary fire is poop (mostly due to explosive damage, which is worst type of damage in teh game), and can be ingored entirely. For secondary fire just max out fire rate and reload speed, so it can be throw super fast, and you can switch then to other weapon.
Oh and btw, (primed) firestorm does not affect alt fire buff radius, so also can be ingnored entirely.
Bugs I've found after just one use:
Multishots sometimes use extra ammo
This also applies to Alternate Fire
Using Alternate Fire on a corpse/giblet does not create a Ballistarii Might Field
Ballistarii Might Field causes self-stagger
Ballistarii Might buff lasting only for a couple shots, even while still in the field
Why do I post it here? Because we both know that this is old content and DE is busy preparing a new bed to shit in anyway, aka Soulframe.
Yeah XD
Every thing you said is 100% true last 4 years DE was shitting in every bed they could find warframe is a broken game with zero ballance and game play so dumb that 3 year old can play it now.
Average fandom user intelligence
It says the buff affects melee, but all of the listed effects of the buff are stats that only apply to non-melee weapons?
I did a quick simulacrum test and it seems to apply to melee attacks too, although I'm only gauging visually. Maybe if someone else wants to test and verify, someone can change the info on the page.
Noticed when i built Nidus Prime, that shooting a enemy caught in hes larva with this weapon does not trigger anything except the initial hits damage when you're a client. (seem to work as normal when host though).
Encountering a bug where continued shooting causes some of the 'past' explosions to 're-explode' a few seconds later. Will be shooting down a hallway and have spots where I shot a bolt behind me earlier detonate again. cant seem to reproduce just shooting terrain however.
This is probably the enemy exploding as it despawns, as i posted a video of in the comments below
"If it hits an enemy, they are impaled to the surface for 20 seconds."
Could this be used to pin demolishers down? I would think so considering its not an ability so they cant nullify it.
Doesn't work. Demolists are hard-coded to be immune to ragdolling and knockdowns.
One other thing, about the stun in the description: "Throw Afentis to pin an enemy and nearby enemies will also be stunned."
What happens is that enemies close to the target where its pinned will have a tiny, almost imperceptible stagger. Which is ironic, because if the player is too close, they'll suffer a full fledged arse-over-teakettle tumble.
Seems like it's you're the one who's enemy here xD