The Incarnon system is an upgrade mechanic for weapons that attunes them to the Void, augmenting them with increased lethality via alternate forms and evolutionary upgrades. Some of these weapons were ceremonial Zariman paraphernalia transformed by the Void jump, while others were a result of Albrecht Entrati's experiments.
Additionally, a variety of weapons throughout the Origin System can receive an Incarnon Genesis, an adapter that can provide otherwise ordinary weapons access to Incarnon forms and upgrades. All weapon types (MK1, Prime, Vandal, etc.) are eligible to receive a Genesis. Dual and Akimbo versions of weapons are considered different weapons under the Incarnon system, as is the same under the Riven system.
Access to Incarnon system requires completion of the Angels of the Zariman. Unlocking Albrecht's Incarnon weapons requires completion of Whispers in the Walls and The Deadlock Protocol, while Incarnon Geneses require The Duviri Paradox and having unlocked The Steel Path.
Incarnon Weapons[]
Zariman[]
Sanctum Anatomica[]
Incarnon Genesis Primary[]
Incarnon Genesis Secondary[]
Incarnon Genesis Melee[]
Acquisition[]
Zariman Incarnons can be purchased from Cavalero in the Chrysalith with The Holdfasts standing after completion of Angels of the Zariman. All 5 of the current weapon blueprints require Mastery Rank 14 to purchase and are tradeable.
Albrecht's Incarnons blueprints are a Rotation reward from Disruption Armatus on Deimos, requiring completion of The Deadlock Protocol and Whispers in the Walls to access. Alternatively they can be purchased from Loid in Sanctum Anatomica for Vessel Capillaries dropped by Disruption Armatus Demolishers in quantities of 2-3 (5-7 on The Steel Path).
Incarnon Genesis Adapters are obtained from Duviri's The Circuit on The Steel Path, requiring completion of The Duviri Paradox to access. Cavalero assists with the installation process, additionally requiring 20 Pathos Clamp and two other types of Duviri resources.
Alternatively, the Boar,
Gammacor,
Anku,
Gorgon, and
Angstrum Incarnon Genesis Adapters can be purchased from Cavalero's "Incarnon Market" for
120. Purchasing the adapters this way also comes with the resources used to install them. Each adapter can only be bought once.
Cavalero can also remove the Incarnon upgrade to return the Genesis Adapter, but the Duviri resources used for the installation are not refunded.
Reward Rotation[]
Players can select two of the following per week: five Incarnon Genesis Adapters that cycle weekly. If the player has Drifter Opportunity Intrinsics at Rank 9, they can choose from Rifle, Pistol, or Melee Riven Mods, or 20,000 Kuva to be their Tier 5 and Tier 10 rewards.
Week # (Rotation) | Possible Incarnon Genesis |
---|---|
Week 1 (A) | |
Week 2 (B) | |
Week 3 (C) |
|
Week 4 (D) | |
Week 5 (E) | |
Week 6 (F) | |
Week 7 (G) | |
Week 8+ | Schedule repeats, cycling rewards from Week 1 to Week 7 (ABCDEFGABCDEFG...) |
Click here to purge the cache, you have to do this every day at the weekly reset otherwise the reward won't cycle.
Tiers | Possible Rewards | Required Circuit Progress |
Cumulative Required Circuit Progress |
#Continuous Required Stages |
---|---|---|---|---|
Tier 1 |
|
285 | 285 | 3 |
Tier 2 | 315 | 600 | 5 | |
Tier 3 |
|
345 | 945 | 7 |
Tier 4 |
|
390 | 1,335 | 10 (9 with daily bonus) |
Tier 5 |
|
450 | 1,785 | 12 |
Tier 6 |
|
525 | 2,310 | 15 |
Tier 7 |
|
615 | 2,925 | 19 |
Tier 8 | 720 | 3,645 | 23 | |
Tier 9 |
|
840 | 4,485 | 28 |
Tier 10 |
|
975 | 5,460 | 34 (33 with daily bonus) |
Tier 11+ | 1400 | 6,860 | + 8-9 per lvl |
Mechanics[]

UI indicator for Incarnon Transmutation
By completing a number of challenges based on the weapon, Incarnon weapons can receive evolutions from Cavalero. Like other challenges (Riven mods, Nightwave, etc.), progress is tracked independently from mission progress. Each weapon has a total of 5 evolutions.
The first evolution unlocks the weapon's Incarnon Form, granting them an Alternate Fire mode or increasing their stats while changing their appearances. Activating the Incarnon Form requires certain conditions be met in missions, the method of which differs depending on the weapon.
For primary and secondaries (e.g. Laetum,
Phenmor,
Felarx), the Incarnon Transmutation gauge that appears under the reticle must be charged to activate by achieving headshots.
Angstrum Incarnon Genesis and
Torid Incarnon Genesis are instead charged through direct hits. While active, the Incarnon Form uses its own secondary ammunition via the amount in the Transmutation gauge. Activating the Incarnon Form only requires at least one unit of charge, but manually deactivating the mode will deplete the entire gauge.
For melees (e.g. Praedos,
Innodem), the Incarnon Form is activated by reaching a 5x Melee Combo (6x for
Ruvox and Genesis) and then executing a Heavy Attack, which lasts for 90 seconds (180 seconds for Genesis) and is non-refreshable.
The remaining evolutions provide 3 different selectable perks that further enhance the weapon's stats. Only one perk can be selected, which can be changed freely with Cavalero or in the Arsenal.
Challenges[]
Below are the challenges required to unlock the evolutions of each Incarnon weapon currently available. The first, fourth, and fifth challenges are identical between Incarnon weapons, but the second and third evolutions differ between each weapon.
Progress for all challenges is maintained between runs, so the player does not have to complete them in a single mission.
- Evolution I: Kill 100 enemies with the weapon
- Evolution II:
- Laetum/Phenmor/Felarx/Onos/Ruvox: Kill 8 Eximus with the weapon's Incarnon Form
- Praedos/Innodem: Activate Incarnon Form 6 times in a mission
- Evolution III:
- Laetum/Phenmor/Felarx: Land 8/20/20 headshots on Void Angels with Primary fire without reloading
- Praedos/Innodem: Complete 3 Heavy Attacks on Thrax Centurions or Legates
- Onos: Get 5 headshots on Scathing and Mocking Whispers in Albrecht's Laboratories with Primary fire without reloading.
- Ruvox: Inflict 3 Heavy Attacks on Scathing and Mocking Whispers in Albrecht's Laboratories
- Evolution IV:
- Zariman Ten Zero: Close 12 Ruptures in Void Flood
- Player must have contributed to closing the rupture via depositing Vitoplast.
- Albrecht's Laboratories: Open 20 Conduits in Disruption on Armatus, Deimos.
- Zariman Ten Zero: Close 12 Ruptures in Void Flood
- Evolution V: Complete a Solo mission with an Incarnon Weapon equipped in every slot
- Any mission will suffice for this challenge.
- Incarnon Genesis weapons are considered for the purposes of this challenge.
Genesis[]
Similarly to the Zariman weapons, the Genesis weapons have their own challenges, but only have 4 evolutions in total. Slotting in the Genesis Adapter is considered the first challenge. Challenges only need to be cleared once per weapon type, for example clearing Braton's challenges will automatically unlock perks for
MK1-Braton,
Braton Prime, and
Braton Vandal when acquiring their Incarnon forms. The remaining challenges are as follows:
- Evolution II: Complete a solo mission with the weapon
- Evolution III:
- Primary/Secondary: Kill 100 enemies with the weapon's Incarnon Form
- Melee: Activate Incarnon Form 6 times in a mission
- Evolution IV: Varies by weapon
Movement Bonuses[]
Every incarnon genesis melee weapon offers a bonus to sprint speed and bullet jump upon transforming into incarnon mode. All non-genesis melee weapons, as well as a few genesis weapons and the Laetum, also offer some bonuses for selection as an evolution perk upgrade:
Trivia[]
- Incarnon is based on the word incarnate, which means to embody something, like a deity or spirit, in the flesh.
Gallery[]
Patch History[]
Hotfix 36.0.8 (2024-07-25)
- Fixed Melee Incarnons not displaying Incarnon charging UI for Clients with Melee Retaliation equipped.
Update 36.0 (2024-06-18)
- Fixed certain Incarnon Weapon stats showing as “0” and the UI showing a comparison state as if Mods had been equipped, when in fact they had not yet.
- Fixed repeatedly hovering over Praedos’ “Drifting Grace” Incarnon Evolution incorrectly increasing a Warframe’s Sprint Speed stat in the Arsenal UI.
- Fixed the Critical Multiplier from Braton Incarnon’s “Prelude of Might” perk not being indicated in the Arsenal stats (this was strictly a UI issue, the stats increase was applying).
- Fixed Ruvox Incarnon’s Damage stat not updating from Impact to Puncture when transformed to Incarnon Mode in the Arsenal stats.
- We’ve updated Incarnon Evolution descriptions across all Incarnon Weapons and Incarnon Genesis to improve overall clarity and be more consistent with Mods, Arcanes, and each other. For reassurance, the upgrades themselves have not changed, only their descriptions.
- For example, Incarnons which previously contained the phrase “Increase Critical Chance by
See Also[]
CollapseIncarnon | ||
---|---|---|
Zariman | ![]() ![]() ![]() ![]() ![]() | |
Sanctum Anatomica | ![]() ![]() | |
The Circuit (Incarnon Genesis) |
Week 1 | ![]() ![]() ![]() ![]() ![]() |
Week 2 | ![]() ![]() ![]() ![]() ![]() | |
Week 3 | ![]() ![]() ![]() ![]() ![]() | |
Week 4 | ![]() ![]() ![]() ![]() ![]() | |
Week 5 | ![]() ![]() ![]() ![]() ![]() | |
Week 6 | ![]() ![]() ![]() ![]() ![]() | |
Week 7 | ![]() ![]() ![]() ![]() ![]() |
122 comments
Until today I have now realized that you can remove an incarnon genesis from a weapon and it gets returned into your inventory
We need a Tigris Incarnon badly!
Sure would hate if they just let you pick any incarnon instead of having to wait 6-7 weeks for another opportunity.
But then that's 6-7 weeks to hold your interest and hopefully you spend some money during that time. All part of the F2P grind.
When you´re not the host incarnon challenges (and sometimes riven challenges) will not propper register. So avoid doing those on pubs... why? i dunno
No Loid has Albrecht's Incarnons blueprints.
I hope more unused/underused weapons get incarnons. there are so many.
There's some more incarnons coming down the line later this year
Incarnon Rota seems inaccurate
Please elaborate? If the highlighted week is wrong you have to purge the page's cache: https://warframe.fandom.com/wiki/Incarnon?action=purge
Oof this page is a mess. Trying to figure out how to get these weapons and there's just a bunch of information here, but nothing simply explaining what you need to do.
I put in a placeholder Acquisition section and moved the part from Mechanics that explains the Zariman weapons there, but the other weapons need explaining. So if someone knows, please add that information there.
I don't know if this is common knowledge or not, and I also don't know if it applies to the original five Incarnons, (it works for Genesis Incarnons and the two released alongside Dante) but you actually don't need to visit Cavalero to unlock each evolution tier, even though the notification prompts you to.
You can select a perk and unlock the next challenge immediately from the Arsenal, similar to how you swap them in the Arsenal.
On a related note, I really, really, wish I could save different evolution perk setups to different loadouts.
It's a new feature they added shortly before the Dante update actually
Adjusted the page by Separating out by weapon category (Primary/Secondary/Melee) and Alphabetizing
So I had the idea that it'd be nice to have a wiki module that compares different utility buffs from incarnon weapons. I could write the code for it, but I've never contributed to a wiki before so I don't know what would be expected of a tool like this in the long run or what the best or most appropriate way to shove it into the article would be - I understand that wikis are open source/community efforts, but I'd still feel weird making such a drastic change without at least asking publicly. Does anyone have advice to share on this?
I will use it if that exist, i think other people would like it too
The new "Melee Incarnon Reticle" is a bit much. Please have it as a toggle like with Ability Dots so my center view isn't so obscured.
I like it a lot better.
Currently incarnon weapons are outclassing non incarnon weapons by leagues. My arsenal has shrunk from around 40 commonly used guns down to about 8 because the incarnons are just so much better. Phenmor killed my veldt and prisma grinlok. Dual tox murdered my prisma twin gremlins, akjagara prime, and akbolto prime. The list goes on.
I just don't understand why some incarnon perks are so insanely good. If we had a gun get an incarnon perk that gave 2-5% additional base crit it would still function and be usable in SP, instead that same gun will have like +20% base crit. Like why? A lot of these perks push the base crit up to 40% or more causing the modded crit to be 300-400% in many cases. I get that they wanted to fix some bad guns but theyre taking a knife and turning it into a gatling gun that fires flaming swords.
Don't get me wrong I love the swappable customization aspect but im not a fan of random 400-800% total damage buff. It reminds me of when rubico prime first came out with its absurdly high stats. Or kuva bramma. I'm divided.. I love the incarnon idea but the power creep incarnon perks almost force you to use them. In SP missions now its often difficult to get kills if you aren't using an incarnon. Before incarnons you could use anything and be fine. Its like an arms race to compete for getting kills. Ironically the regular mode doesn't have this problem probably because non sp players tend to not have incarnons.
Maybe we need incarnons for literally everything? Or conversely maybe an incarnon rework to where those +25% cc perks are just 5% instead. I'm also very concerned how incarnons could affect a new player perspective. Imagine hopping into a mission as an Mr 4 trying to have fun only to have 3 aoe incarnon users commit genocide before you can even get 1 kill and you just stand there with your stupid useless panthera that you thought was cool.
Idk man
"Currently incarnon weapons are outclassing non incarnon weapons by leagues."
Just because a modern tank is better than a WW2 tank. Does not mean its any less effective when fighting cave men. At the end of the day you still have a tank (any good weapon incarnons included) and the enemy does not.
You ever watch a tree grow?
Wow, people really do find literally anything to argue about.
I think all points here are valid: yes, Incarnons are busted. Yes, they are endgame weapons. They do outclass most of the old high end weapons, which is sad. That is the unfortunate downside of power creep. DE likely won't change much about them just because people have fun with them regardless of what the old meta was.
Yall are wayy to defensive of your kill sticks. A rework wouldn't destroy the cool super sayan guns. While I don't think they'd rework Incarnons, the worst they'd do is likely just a bit of stat balancing, which probably wouldn't change the top picks anyway.
Sorry but this implies ALL OTHER WEAPONS are literally unplayable in the end game...
That is false on so many levels its insane.
Warframes power creep comes from modding and warframe abilities the most. Im still using a gun thats over 4 years old on frames with no offensive defensive or damage dealing abilities. Just an arcane some corrosive and galv mods can carry you through literally everything 99% of players will ever do in this game.
Dunno if anyone else in the comments has mentioned this before, but I think I found an issue with the "All Incarnons Equipped" mission --- if you're playing a Frame that has exalted weapons as one of their powers (Like Mesa's Regulators or Titania's set), then the challenge seems to not count.
These kind of challenges usually fail when you equip anything other than said weapon. there shouldn't be a problem if you don't use mesa's pistols (i mean related ability) or don't transform into razorwing while using titania.
Is this true? Activate once, last 90 seconds and gone. If true, this is useless.
You can reactivate incarnon form after the 90 seconds. You can't refresh the 90 seconds by executing a heavy attack while incarnon form is active.
Week 5 is goated, all S tier incarnons lol
Incarnon weapons are awesome, i just kinda wish DE was more creative with the transformation charge condition. it's always headshots for guns (except for the Angstrum and Torid) and combo for melee
Yeah, I really wish there was variety with how you activate an Incarnon.
When you evolve an Incarnon weapon it mentions that you get XP for it, say "5000xp". Does anyone know what typse of XP that is? Is it simple affinity, used to level up your warframe and weapons, or is it mastery rank XP? I feel like Mastery Rank XP would be a more rewarding choice if its just awarding affinity. Thank you!
It's just normal affinity to rank up the weapon. Mastery would've been nice, yeah
These monkeys are always complaining about the most insignificant things in the game
True, but it is because modern man is so bored with his state of mediocrity in a fake, soft world. In his complacency he creates conflicts because their are none. He tries to fill the void with something, anything, even negative or self detrimental to push back the aching at the back of his mind that his whole life is in vain. He works his eight hour slave shift and watches his screen for the rest of the day.
Its a sick, unnatural state that creeps in from all sides throughout the day. A gnawing, biting unpleasant truth that won't relent. Humanity has been captured and forced into a cell with no bars. A robotic pattern for each man, every day the same. Click this click that. Stare at your little screen. Maybe you can ignore it another day. Again today and tomorrow and yet again. Till you die.
This is why people complain. That and because DE hasn't fixed protosimid shoulder guard in three years.
This made me laugh so hard. Bravo!
Oh you want that shiny incarnon adapter?
Well too fkn bad. wait weeks and possibly months for it to appear in the circuit and maybe if you stick around long enough you'll get what you want.
Patience, my young padawan