- For the Infested Kubrow, see Helminth Charger.
The Helminth is a being residing in the Helminth Infirmary of the Orbiter, behind a sealed door that requires special access methods to enter. It is responsible for the ship's "biological functions", namely the behind-the-scenes repair and maintenance of the Warframes.
While the Infestation in the room as a whole is a part of the Helminth itself, the "main body" of the Helminth can be considered the big mouth attached to the back wall, which it uses to swallow resources. The Tenno can interact with the Helminth's core functions by having their Warframe sit down on the infested chair in the center of the room.
Lore[]
It is revealed during The Sacrifice by Executor Ballas that the Helminth was created by the Orokin to convert human subjects into Infested-hybrids, giving birth to Warframes to be used in The Old War against the Sentients. According to Ballas' Vitruvian, when a subject is exposed to a Helminth strain, it transforms their skin into sword-steel, as well as interlinking their internal organs with untold resilience, while at the same time preventing the same Infestation from completely destroying their mind, or so the Orokin thought. However, the Helminth-strain Warframes, like the Sentients before them, proved impossible to control by their Orokin creators until the Operators came to pacify them and Transference technology was developed.
Helminth Cyst[]

Fully grown cyst (7 days from infection)
The Helminth room becomes accessible for the first time after obtaining a Helminth Cyst from another infected player or by equipping Nidus or
Nidus Prime.
At the center of the Helminth Infirmary is a chair that Nidus can sit on. Should the player choose to sit on the chair (in spite of Ordis's protests), a needle will inject the left side of the Nidus' neck and will release it afterward. This will infect him with the Helminth virus, and also "awaken" Helminth in the Infirmary, triggering its communications to the Tenno. 24 hours after the injection, a small, pink, Infested cyst will start growing at the site of injection. The cyst will continue to grow in size until 6 more days have passed, at which point it will be fully matured, as seen by the small tendrils sprouting from its surface. The player may drain the mature cyst while incubating a Kubrow to breed a new type of Companion, the Helminth Charger, from the Orbiter's Incubator Segment; a new cyst will appear 24 hours after draining it.
The injection will only occur once, and will not happen again to additionally built Nidus. However, Nidus can still receive the cyst from another infected player.
As long as Nidus is infected, any Warframes that come into contact with him will also contract the Helminth Virus. Players will know if they have been infected when they hear an 'injection' sound, and are briefly surrounded by a light, brown cloud. After 24 hours, the same cyst will appear on the newly infected Warframe. The now-infected Warframes can also spread the virus to other Warframes the same way as Nidus.
However, the virus can only be spread during missions, in a Clan Dojo, or in a player's Orbiter, and cannot be spread in Relays. Infected players can also spread the virus to players who have yet to complete The Glast Gambit or any of its prerequisite quests (namely The War Within). If a player's Warframe is infected during a mission, the mission must be completed in order for the virus to successfully be spread. Aborting the mission will prevent the Warframe from being infected in that mission, although they can still get infected at a later time.
In order to cure an infected Warframe of the virus, the player can enter any Warframe carrying a cyst, regardless of whether it is immature or has fully grown, into the Helminth Infirmary and interact with the chair and cure them of the infection. This not only removes the cyst from the Warframe but also inoculates them against further infection. This also prevents the inoculated Warframe (except Nidus) from accessing the Helminth Infirmary until the Helminth Segment is acquired.
Other than affecting the Warframe's appearance, the Cyst has no positive or negative effects.
Ability Replacement[]
The Helminth has the ability to replace Warframe Abilities with those of other Warframes or even unique ones. It can be accessed through the Helminth Infirmary on the Orbiter, requiring the Helminth Segment whose blueprint is purchased from Son in the Necralisk for 15000 Standing and requires Mastery Rank 8 and Rank 3 - Associate with the Entrati. Alternatively, a built Helminth Segment can be purchased from the Market as part of the Helminth Segments Bundle for 300 Platinum.
Once the segment has been built and installed, the Helminth Infirmary will be permanently open, even without the Cyst or Nidus, and the ability to Fast Travel to the Helminth becomes available. Upon sitting on the chair to install the segment, the player is prompted to name the Helminth. The Helminth can be freely renamed using the console to the left of the entrance.
Subsuming Warframes[]
Subsume your Warframe into the Helminth System, learning one of its abilities.
WARNING
To subsume a Warframe, your Helminth must be at least Rank 1 Metamorphosis. Any built non-Prime/non-Umbra Warframe can be sacrificed to the Helminth, freeing an inventory slot while doing so. After 23 hours, the sacrificed Warframe will have one predetermined subsumed ability, as listed in the chart below, available for use through the Helminth. This permanently unlocks the ability to replace another Warframe's ability with said subsumed ability. For example, sacrificing a single Mag Warframe will unlock her subsumed ability,
Pull, to be used on any other Warframe. Passives are not affected by the system.
Note that the Warframe does not have to be at max rank in order to be subsumed. Only one Warframe can be subsumed at a time, and the process can be rushed for 50 Platinum. There is also a limited number of subsumed abilities the Helminth can hold, which can be increased with the Helminth's Metamorphosis rank. The same Warframe cannot be subsumed more than once.
To subsume a Warframe, the currently equipped Warframe must be brought to the Helminth Infirmary. Sitting on the chair will prompt an option to "Subsume Warframe", with a note that the chosen Warframe will be consumed. Selecting this option will display the Warframe being sacrificed and their ability being taken, and prompts the player to type CONFIRM to confirm the subsuming. The sacrificed Warframe will then be rendered inert and held in the back of the room by the Helminth's tendrils to be slowly absorbed into its biomass, and the player will have their oldest Warframe auto-equipped.
Once fully subsumed, a Lotus flower with its colors matching the sacrificed Warframe will appear in the infirmary. The petals will match the primary color, stamen the secondary color, and stem the tertiary color. There will also be a glow emitting from the center of the flower matching the Energy color and petal veins will use the energy accent color. If no colors have been modified, the flower will use the Warframe's default colors.
Secretions[]
In order to subsume a Warframe or replace Warframe abilities with a subsumed one, the Helminth must be fed a certain number of resources from different categories to start the process. Almost all resources in the game can be used to feed the Helminth, which are then converted into specific Secretions which are then spent for various Helminth functions. Different resources generate different types of Secretions, which are consumed when feeding Helminth.
Category | Resources Consumed |
---|---|
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![]() Sentient Appetite |
The Helminth starts out liking all available resources. Feeding it any resource temporarily reduces its preference to that resource. Thus at any particular moment the Helminth has a preferred diet of resources that it wants which affects the efficiency that the resource is converted into Secretions.
- A green upwards arrow on a resource means that the Helminth currently prefers that resource, thus increasing the amount of Secretions gained, up to a maximum of 30%.
- A red downwards arrow means the Helminth currently dislikes that resource, significantly reducing the amount of Secretions converted, to a minimum of 3%.
- If a resource is disliked, the Helminth can be fed a resource from Sentient Appetite to restore its interest in its most disliked resource by 50% of the gauge. Sentient Appetite can be used until the disliked resource returns to neutral.
- No arrows means the Helminth is neutral towards the resource, converting it into the median amount of 15%.
Lucent Teroglobe (resulting in
Calx),
Pustulite (resulting in
Biotics) and
Ganglion (resulting in
Biotics) always result in double secretion (i.e. up to a maximum of 60% when these resources are preferred).
The Helminth will progress from liking a resource, to neutral, and finally losing appetite if the same resource is fed to it consecutively. Feeding order can also affect the number of resources that are converted: if the Helminth is fed a resource that it likes, feeding it with a different neutral or disliked resource will boost the conversion amount for them by a small amount.
The maximum amount of any Secretion is 100%, exceeding which will cause any excess to be wasted.
Over time, Helminth's appetite for consuming certain resources will gradually increase as long as those resources have not been fed to it. It will take 24 hours for a resource to go from fully red to neutral and another 24 hours from neutral to fully green.
Injecting and Replacing Abilities[]
Once Helminth subsumes an ability, it can replace any chosen Warframe's ability, including those on Prime or Umbra variants, via an injection. However, each Warframe can only have one subsumed ability, from either a Warframe or Helminth, per loadout configuration. Players can choose which mod configurations the injected ability can be used in. For example, an Excalibur Prime could have
Pull replace their
Radial Javelin on their first mod config slot and keep Radial Javelin on the other two slots as normal. Reordering mod configurations will also move the injected ability with it.
Additionally, when placing a subsumed ability on Chroma,
Mirage,
Rhino,
Octavia and
Xaku, the damage boosting abilities
Eclipse,
Roar, and
Xata's Whisper can only replace
Vex Armor,
Eclipse,
Roar,
Amp, and
Xata's Whisper respectively. Only the aforementioned combinations are restricted in such way; other damage buffs, for example
Shooting Gallery or
Smite (
Smite Infusion) can be injected into
Chroma to combine their buff with
Vex Armor.
The appropriate Warframe Augment Mods can be installed on the Warframe with the injected ability.
Ability changes are reversible, but Secretions consumed from the injection are not returned and re-injecting the ability will still have costs. Furthermore, while an ability can be injected into multiple configurations, it will always occupy the same ability slot in all configurations. Modifying which ability slot or the number of configurations an ability is injected into will require removal and re-injection of the ability, paying the Secretion cost again. If one wishes to have multiple loadouts ready in which the same ability is injected into different slots, another copy of the Warframe is required.
There is no warning when placing an ability on an already occupied mod config slot. The infusing process goes as usual.
[]
Feeding resources, subsuming Warframes, and injecting abilities using the Helminth will upgrade its Metamorphosis rank. Additional ranks gained will provide new unlocks, such as increase the capacity of subsumable Warframe slots, or unlock new unique Helminth abilities for use.
Rank | Experience From Previous Rank | Experience From Rank 0 | Unlocks |
---|---|---|---|
0 | 0 | 0 | Unlock Ability: ![]() Increase the strength of your next ability use. Unlock Ability: ![]() Increase your parkour velocity. Unlock Ability: ![]() Heal your companion and call it to your side. |
1 | 2250 | 2250 | Warframe Subsuming + 3 Subsume Slots Subsume Warframes into the Helminth to allow infusing one of their abilities into other Warframes. Also grants 3 subsume slots, which are used when a Warframe is subsumed. |
2 | 3375 | 5625 | Unlock Ability: ![]() Instantly restore your shields. |
3 | 4500 | 10125 | Unlock Ability: ![]() Automatically succeed at your next hack attempt. |
4 | 5625 | 15750 | 10 Subsume Slots Slots used to subsume Warframes into the Helminth. |
5 | 6750 | 22500 | Unlock Ability: ![]() Increase the efficiency of your ammo consumption. |
6 | 7875 | 30375 | Unlock Ability: ![]() Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it. |
7 | 9000 | 39375 | 20 Subsume Slots Slots used to subsume Warframes into the Helminth. |
8 | 10125 | 49500 | Sentient Appetite Feed Sentient resources to the Helminth, to increase its appetite for one resource that it no longer craved. |
9 | 11250 | 60750 | Unlock Ability: ![]() Affect enemies in a cone, removing any ![]() ![]() |
10 | 12375 | 73125 | Unbound Subsume Unlimited Subsume Slots. |
11 | 13500 | 86625 | Unlock Ability: ![]() Sacrifice Shields to reinforce Armor for a period of time. |
12 | 14625 | 101250 | Unlock Ability: ![]() Grant yourself immunity to Status effects. |
13 | 15750 | 117000 | Unlock Ability: ![]() Consume Energy to heal yourself and grant matching Energy to each ally. |
14 | 16875 | 133875 | Unlock Ability: ![]() Emit a pulse that adds stacks to Status Effects already afflicting enemies, except ![]() ![]() ![]() |
15 | 18000 | 151875 | Unlock Ability: ![]() Send out a short-lived Void Spark that is drawn toward the nearest Medallion, Ayatan Sculpture, rare crate, unscanned Kuria or unscanned Fragment. |
Activity | Experience Gained |
---|---|
Subsuming a Warframe | 1600xp |
Injecting an ability | 8xp per 1% used material |
Feeding the Helminth | ~6.66xp per 1% gained material:
Liked (30%) - 200xp Neutral (15%) - 100xp Disliked (7%) - 46xp Hated (3%) - 20xp |
Injecting an Invigoration | 4800xp |
Subsumable Abilities[]
Warframe | Subsumable Abilities | Applicable Augments | General Gameplay Role | Notes | Secretions For Subsuming | Secretions For Injecting | Experience Gained per Injection |
---|---|---|---|---|---|---|---|
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Armor Strip | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
848 |
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Crowd Control Farming |
Petrified enemies do not drop Rubble. | ![]() ![]() ![]() |
![]() ![]() ![]() |
784 |
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Damage DebuffDisable Enemy Abilities Stealth |
— | ![]() ![]() ![]() |
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776 |
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Crowd Control Stealth |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
808 |
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— | Crowd Control Damage Debuff |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
784 |
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— | Crowd ControlHealing Energy Restore |
ALTERED: Diminished Strength Damage reduced to ![]() ![]() ![]() |
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|
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Support | Elemental Ward versions of the ability are determined by the chosen Warframe Primary Emission Color. | ![]() ![]() ![]() |
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776 |
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— | Crowd Control Damage |
ALTERED: Diminished Slow. Slow is reduced to ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
? |
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— | Damage | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
? |
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![]() ![]() |
Crowd ControlArmor Strip Healing |
ALTERED: No Overguard From Healing Flames Augment Armor reduction per cast is capped at ![]() Healing Flame heals for ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
760 |
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![]() |
Crowd ControlDamage Debuff Stealth |
Rest or Rage versions of the ability are determined by the chosen Warframe Primary Emission Color. | ![]() ![]() ![]() |
![]() ![]() ![]() |
824 |
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Crowd Control | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
808 |
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Crowd Control | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
816 |
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Crowd Control Energy Restore |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
832 |
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— | Healing | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
784 |
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Crowd ControlNuking Damage Buff |
ALTERED: Scaling from ![]() Damage is equivalent to 50% of Gauss's battery; ![]() ![]() ![]() ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
800 |
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Crowd ControlDamage Buff Energy Restore |
ALTERED: Self-Heal Removed and Effect Reduced No self healing, armor applies only 1 ![]() ![]() ![]() ![]() Does not have a swallowed enemy requirement, as other Warframes cannot cast ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
792 |
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— | Damage Crowd Control |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
800 |
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Crowd Control Shield Restore |
Other Warframes cannot benefit from the Tribunal augment, due to their inability to cast ![]() ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
816 |
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Defense StripShield Restore Status Cleanse |
Costs ![]() Does not generate shields for ![]() ![]() Other Warframes cannot benefit from the Blazing Pillage augment, due to their inability to cast ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
816 |
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Crowd Control Armor Strip |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
816 |
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Crowd Control | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
808 |
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Stealth | Tap-cast for Cloak, hold-cast for Noise. Sleep and Dashwire arrows not available. Tap/hold cast inversion in Settings menu still applies. |
![]() ![]() ![]() |
![]() ![]() ![]() |
800 |
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— | Crowd Control Defense Strip |
ALTERED: Cannot revive allies. | ![]() ![]() ![]() |
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? |
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— | Crowd Control | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
776 |
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— | Damage Buff Movement |
ALTERED: Diminished Range and Melee Critical Chance Range reduced to ![]() ![]() |
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|
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— | Damage Buff Crowd Control |
Costs 0 energy with a 5 second cooldown.
Base ability does not include hold-cast to imbue the next ability cast with |
![]() ![]() ![]() |
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832 |
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Crowd Control Support |
Base ability includes hold-cast to cancel the ability, releasing all affected targets from the Rift.
Non-Limbo Warframes remain unable to step into the Rift Plane themselves without another player's Banish, |
![]() ![]() ![]() |
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816 |
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Crowd Control | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
760 |
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Crowd Control | ALTERED: Diminished Range Range reduced to ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
840 |
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Damage Buff Crowd Control |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
808 |
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Damage Buff Damage Reduction |
ALTERED: Diminished Effectiveness Damage bonus reduced to ![]() ![]() Limited to 1 damage buffing ability per Warframe. |
![]() ![]() ![]() |
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800 |
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Armor Strip Crowd Control |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
784 |
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Crowd ControlMovement Speed Status Cleanse |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
808 |
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Crowd Control | ALTERED: Diminished Range Radius reduced to ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
968 |
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Damage Reduction | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
784 |
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Crowd Control Support |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
752 |
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Crowd Control Damage Buff |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
856 |
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Damage Crowd Control |
Uses the default Mandachord song. | ![]() ![]() ![]() |
![]() ![]() ![]() |
816 |
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Healing Energy Restore |
ALTERED: Diminished Duration Duration reduced to ![]() |
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832 |
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— | Damage Crowd Control |
— | ![]() ![]() ![]() |
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? |
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HealingShield Restore Invulnerability |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
808 |
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Damage Buff | ALTERED: Diminished Damage Increase Damage bonus reduced to ![]() Limited to 1 damage buffing ability per Warframe. |
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1008 |
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Crowd Control Healing Movement Speed |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
760 |
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— | Crowd Control Healing |
— | ![]() ![]() ![]() |
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832 |
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— | Crowd ControlDefense Strip Healing |
— | ![]() ![]() ![]() |
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? |
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Crowd Control Status Cleanse |
Spellbound Harvest augment grants ![]() ![]() |
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![]() ![]() ![]() |
784 |
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Healing Crowd Control |
Base ability includes heal over time over large radius. Percentage of damage dealt to the target converts into area healing. | ![]() ![]() ![]() |
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856 |
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Attack Speed Buff Crowd Control |
ALTERED: Diminished Speed Increase Attack Speed bonus reduced to ![]() |
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792 |
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Crowd Control | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
784 |
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Crowd Control Damage Buff |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
816 |
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— | Healing Energy Restore |
ALTERED: Passive Removed Health and Energy Orb drop chance reduced to 50% and cannot activate the Heavy Attack Efficiency passive. |
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|
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Damage Crowd Control |
Other Warframes cannot benefit from the Critical Surge augment, due to their inability to cast ![]() |
![]() ![]() ![]() |
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800 |
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— | InvulnerabilityArmor Bonus Status Cleanse |
ALTERED: Diminished Max Armor Armor bonus cap reduced to 750. |
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![]() ![]() ![]() |
968 |
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— | Damage Buff | Limited to 1 damage buffing ability per Warframe. | ![]() ![]() ![]() |
![]() ![]() ![]() |
784 |
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Crowd Control Damage |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
800 |
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Crowd Control Damage Buff |
Base ability includes tap-cast for wind vacuum, hold-cast for wind explosion. | ![]() ![]() ![]() |
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752 |
Helminth Abilities[]
The Helminth possesses its own set of unique abilities unlocked by ranking up through Metamorphosis. These abilities have their own stats and functions, allowing the player to customize their loadout further. Only one Helminth ability may occupy one ability slot in a loadout configuration at a time. Helminth abilities also count as an ability replacement preventing other subsumed Warframe abilities from occupying the same ability loadout. Mods that affect Ability Duration, Ability Efficiency and Ability Strength all function normally on them.
Helminth abilities can be cast with the hotkey assigned to the ability slot it occupies (e.g. default 1 , 2 , 3 , 4 ).
See Helminth#Injecting and Replacing Abilities on replacing one of a Warframe's abilities with these.
Info
- Expend
25 Energy to increase the Ability Strength of the next ability cast, granting it a 20% / 30% / 40% / 50% additive Ability Strength bonus. Empower lasts indefinitely until the bonus applies to a different ability.
- Empower's icon with the bonus percentage is displayed next to the shield and health indicators while active. Ability icon becomes greyed-out with an in-use animation.
- Empower's ability strength bonus is similar in function as the
Energy Conversion mod.
- Single cast abilities instantly benefit from the bonus on cast.
- Channeled and toggled abilities benefit from the bonus as long as the ability remains activated.
- Cycled abilities such as
Minelayer and
Quiver only benefit from the bonus upon cast and will not apply the bonus during sub-ability selection.
- Cannot be recast while active. Empower does not affect itself.
- Casting Empower is a full-body animation that restricts movement and other actions.
- The Warframe visually initiates a fighting stance as energy radiates from its left hand. While Empower is active, a continuous energy pulse emits from the right shoulder.
Info
- Expend
50 Energy to instantly increase sprint speed by
35% / 45% / 50% / 60% and parkour velocity by
15% / 20% / 25% / 30%, lasting for
5 / 6 / 7 / 8 seconds.
- Infested Mobility's icon with the sprint speed percentage is displayed next to the shield and health indicators while active.
- Cannot be recast while active.
- Casting Infested Mobility does not play an animation.
- The Warframe visually leaves a trail similar to
Volt's
Speed.
- This ability is functionally different from Volt's Speed, however, as it only increases specifically sprinting speed, but not walking speed, therefore it does not speed up abilities that lock the warframe in a walking state, such as
Assimilate or
Mesa's Waltz.
- However, because this ability also affects parkour speed, it can increase the speed of dodge maneuvers and their momentum. This means that while it does not affect walking speed, walking abilities such as
Ivara's
Prowl can still take advantage of the faster rolling speed to move faster without breaking the invisibility conditions.
- This ability is functionally different from Volt's Speed, however, as it only increases specifically sprinting speed, but not walking speed, therefore it does not speed up abilities that lock the warframe in a walking state, such as
- The effects from this ability can stack with similar speed boosting abilities while it is active, such as
Speed.
- The sprint speed buff stacks additively with other sprint speed modifiers. For example,
Rush combined with Infested Mobility at max rank and 130% Ability Strength will increase the frame's sprint speed by 1 + 30% + (60% × 130%) = 2.08x
- The multiplicative speed buff from
Volt's
Speed also multiplies the buff from Infested Mobility. For example,
Rush combined with Speed and Infested Mobility at max rank and 130% Ability Strength will increase the frames sprint speed by (1 + 30% + (60% × 130%)) × (1 + (50% × 130%)) = 3.432x
- The sprint speed buff stacks additively with other sprint speed modifiers. For example,
Info
- Expend
50 Energy to instantly restore the user's Companion's Shield and Health points by 25% / 50% / 75% / 100% of their maximum capacity, while teleporting it to the user's side from any distance.
- Instantly revives any incapacitated companion.
- Does not affect
Venari.
- If the player is airborne or away from solid surfaces, the companion will teleport to the nearest solid surface from the player's position.
- Casting Master's Summons is an upper-body animation that allows movement while restricting other actions.
- The Warframe visually lifts and clenches its right hand into a fist, creating a flash of light as the companion teleports nearby from within a combustion-like particle effect.
Info
- Expend
50 Energy to restore Shield points to 25% / 50% / 75% / 100% of maximum capacity, while triggering a 12 second cooldown before this ability can be cast again.
- Remaining cooldown time is displayed on the ability icon during its countdown.
- Shields are restored after the casting animation finishes.
- Does not restore shields to the Companion.
- Cannot be cast while shields are at maximum capacity or during cooldown.
- Casting Rebuild Shields is a full-body animation that restricts movement and other actions.
- The Warframe visually builds up energy in both hands and arms, as it crouches to spread the energy outward in a spiraling aura particle effect.
Info
- Expend
25 Energy to grant the user a 100% chance to trigger an auto-breach on the next hack. Perspicacity lasts indefinitely until the player initiates a hack from consoles and other interactive Objects.
- Perspicacity's icon with the hack chance percentage is displayed next to the shield and health indicators while active. Ability icon becomes greyed-out with an in-use animation.
- Works during Nightmare Mode missions, Sorties, and Archon Hunts.
- Cannot be recast while active.
- Casting Perspicacity is an upper-body animation that allows movement while restricting other actions.
- The Warframe visually brings its hands together while motioning a spherical shape, gathering energy that envelops the entire body once the motion is completed.
Info
- Expend
50 Energy to improve all equipped weapons' Ammo Efficiency by 75%, lasting for
3 / 3.5 / 4 / 5 seconds.
- This ability reduces ammo usage to 1 after every 4 shots.
- The way this works is by dividing the ammo cost so each shot consumes a quarter of the original, and keeps track of the fractions as well.
- For weapons with a single-round magazine like the
Exergis, the round gets consumed after the 4th shot so such weapons can greatly benefit from the ability.
- Archguns deployed via an Archgun Deployer are also fully affected by this, so such weapons with heavy ammo limits like a
Grattler can also greatly benefit from the ability.
- For bows, an arrow is used every 4 shots, but it will still have a reload delay between each shot.
- For weapons with a magazine-emptying alt fire burst like the
Nagantaka, the burst fire will fire as many shots as there were in the magazine at the time the burst was started, but will still consume 1 ammo after every 4 shots. So after the burst there will be ammo remaining, and the burst can be used again.
- Stacks multiplicatively with other sources of Ammo Efficiency.
Info
- Expend
50 Energy to stun a single target on the aiming reticle within
15 / 20 / 25 / 30 meters, marking it for death indefinitely until the next hit from the caster or upon its death.
35% / 45% / 60% / 75% of the next damage instance including Critical Hit and Status Effects the user inflicts to target is then inflicted to all other enemies in direct line of sight and within
7 / 8 / 9 / 10 meters from the marked target; only 1 target may be marked for death at a time.
- Damage is capped at 150%.
- Marked For Death's ability icon becomes grayed-out with an in-use animation while active.
- The marked target is also dealt damage from the explosion.
- Allies and companions can not set off the explosion of a marked target, only the original caster can.
- The explosion damage is calculated after all other bonuses and reductions, except multishot, and is quantized. 35% / 45% / 60% / 75% of that damage is then dealt to enemies in range upon explosion. It is essentially a portion of the damage number that appears on-screen when damaging the marked target.
- Damage cannot exceed the target's remaining health/shield. For example, a target with 5 health receives 100 damage, but will only spread 5 damage to all other enemies.
- Casting Marked For Death is an upper-body animation that allows movement while restricting other actions.
- The Warframe visually clasps its right hand while facing the target to tag it with an energy mark, stunning the target in place for a few seconds; the marked target visually emits a downward stream of energy while marked.
Tips & Tricks
Info
- Expend
50 Energy to affect all enemies within
6 / 8 / 10 / 12 meters and a 45° angle cone in front of the caster. Enemies hit by Expedite Suffering while debuffed with active
Slash and
Toxin Status Effects will instantly receive the full damage from all damage ticks of the procs, multiplied by
1 times; status effects are removed after inflicting damage. If enemies without the two types of eligible status effects are hit by Expedite Suffering, they are only briefly
Staggered.
Tips & Tricks
- Status duration mods increase the damage inflicted. This is a useful way to multiply damage on top of extra status change modifiers.
- A great way of dealing with tough bosses, as players can simply refresh the Bleed and Toxin procs on them after using the ability to inflict burst damage.
Saryn benefits especially well with this Helminth ability due to her passive naturally extending inflicted status duration.
Info
- Expend
50 Energy to sacrifice Shields to increase Armor value by
25% / 50% / 75% / 100% of the total Shield capacity for
10 / 15 / 20 / 25 seconds.
- Armor gain is based on the current total Shield capacity.
- Shield capacity increase from any source (e.g.
Shield Charger,
Haven, and
Elemental Ward) can increase armor gain.
- Current Shields or Overshields do not contribute to armor gain.
- For example, 100 Shields at 300% ability strength provides 300 armor.
- Shield capacity increase from any source (e.g.
- Armor gain is based on the current total Shield capacity.
- Disables regular shield regeneration.
- Can be recast to cancel early.
- Because of the recast mechanic, can be used to selectively allow conversion through
Hunter Adrenaline and
Rage. However does not work with Overguard like it would with shield-less warframes like Nidus, Inaros, and Kullervo.
Info
- Expend
50 Energy to cleanse active Status Effects and become immune to the next
10 status effects.
- Does not remove status effects that were obtained during the casting animation.
- There is no grace period or delay between charge use, making them deplete rapidly sometimes.
- Cannot be recast while active.
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Sickening Pulse Emit a pulse that adds stacks to Status Effects already afflicting enemies, except Bleed, Introduced in Update 30.5 (2021-07-06) |
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Misc:
8 / 12 / 16 / 20 m/s (expansion distance per sec) | |||
Subsumable to Helminth |
Info
- Expend
50 Energy to emit a radial pulse with an initial radius of
5 / 6 / 7 / 8 meters, which follows as an aura and rapidly expands outward by 8 / 12 / 16 / 20 meters per second over a duration of
2 seconds. All enemies in direct line of sight touched by this pulse have 10 new stacks of each active Status Effect currently affecting them;
Heat,
Slash, and
Toxin status procs instead add 1 new status proc with a full timer for the damage of all respective procs combined.
- Damaging procs created by this ability do not take elemental mods for their respective proc type into account with the exception of
Heat.
- For
Heat procs only one stack is added but for the combined damage of all active
Heat procs, and the timer of all
Heat stacks is refreshed (normal behaviour when new
Heat stacks are applied).
- For
Slash and
Toxin only one stack is added that does the combined damage of all the respective active procs not caused by this ability.
- For
Electricity and
Gas, ten stacks are added, with each proc in the stack doing combined damage of all the respective active procs not caused by this ability.
- New stacks do not take status-duration modifiers from mods (e.g.
Continuous Misery) into account.
- New stacks do take status-duration modifiers from Warframe abilities and passives (e.g. Lavos' passive) into account.
- New stacks only have factions mods (e.g.
Bane of Grineer) applied once instead of twice, with the exception of
Heat.
- Damaging procs created by this ability do not take elemental mods for their respective proc type into account with the exception of
- Cannot be recast while the Pulse's Aura is active.
Tips & Tricks
- Good in conjunction with abilities and weapons that can apply low amounts of status stacks to a big group of enemies. e.g.
Cedo alt-fire.
- Repeated usage with heat procs escalates the damage exponentially.
- Lower duration limits range but allows for more frequent casting, allowing for faster stacking of heat procs.
Bugs
- When all originally applied slash/toxin procs ended and only copies from this ability are active the new copies only deal 1 damage per tick.
- Despite being able to apply
Heat and
Toxin procs, this ability does not trigger
Archon Vitality or
Archon Continuity
Info
- Expend
50 Energy to summon a Void Spark for 5 seconds which seeks out the location of nearby Syndicate Medallions, Ayatan Treasures, Rare Storage Containers, Voidplumes, Zarium Accolades, Orokin Defixios, Voca, Sentient Cores and unscanned Kuria, Cephalon Fragments, Frame Fighter fragments, and Somachord fragments within
200 meters. Casting the ability triggers a 20 second cooldown before the next activation is allowed.
- Cooldown can be lowered with
Lavos'
Transmutation Probe.
- Cooldown can be lowered with
- If nothing is in detection range, the ability will not be used and show the message "AREA IS BARREN".
- Golden Instinct will not trigger on Sabotage caches.
- Golden Instinct will not trigger on Maroo's Weekly Mission's target Ayatan Sculpture, but may still trigger on other possible objects of interest in the same mission including other Ayatan Sculptures.
- Golden Instinct will not trigger on open Rare Storage Containers. Should a player stop getting Void Sparks without finding any items and after using a large area of effect or crate-breaking ability, it may mean a nearby Rare Crate has been opened.
- Alternatively, since Sentient Cores are considered "rare" enough to be detected, a previously detected core could have been picked up since, with no other detectable items on the map. With long enough Ability Range, Golden Instinct will detect cores that are too far away to be marked on the HUD, creating situations where the player may be unaware of a core dropped by Sentient killed by another Tenno far behind the player's position, yet Golden Instinct will mislead the player to believe there is something worth coming back for. It is therefore recommended to use
Vacuum/
Fetch and hoover up all the cores as soon as they drop from enemies to avoid "poisoning" the pool of detectable items, and to not stray too far from other players on Sentient-heavy maps.
Tips & Tricks
- Equipping
Narrow Minded on a Warframe with Golden Instinct can actually be a helpful option, as it greatly reduces the radius upon which the Void Spark can detect an item and thus reduce the area needed to cover to search for said item, as opposed to having a large range and then having a far larger area to search around.
- A reduced Ability Range also allows a player to repeatedly try activating the skill until a detectable item is in actual range and conveniently close to look for, saving up Energy and possibly time.
- Golden Instinct can be paired with Orokin Eye support ability of the Parallax landing craft. It can be particularly effective if Ability Range of Golden Instinct is reduced to just below 150m of Orokin Eye: move through the map and repeatedly try to use Golden Instinct; once it detects something, immediately deploy Orokin Eye to pinpoint the location of the item.
- This can also be done without a reduced Ability Range, but in that case the item might be out of range of Orokin Eye, wasting its use. However, multiple Tenno coordinating their use of Orokin Eye in different areas of the map after Golden Instinct with a large Ability Range confirms the presence of a rare item early in the mission can offset this and in most cases find it even faster. Keep in mind that on larger maps, default or lower Ability Range may be insufficient to detect anything without deviating from the main path, so this approach might be more effective overall.
Strength Mods | Duration Mods | Range Mods |
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Invigoration[]
In addition to injecting abilities, the Helminth can be further enhanced to Invigorate a Warframe, providing randomly selected temporary buffs. Invigorations require installing the Helminth Invigoration Segment, whose blueprint can be purchased from Son in the Necralisk for 30000 Standing and requires Mastery Rank 8 and Rank 5 - Family with the Entrati. Alternatively, a built Helminth Invigoration Segment can be purchased from the Market as part of the Helminth Segments Bundle for 300 Platinum.
Three random Warframes, each with their own random set of one offense and one utility buffs from the chart below, are chosen to receive Invigorations per week starting on Monday at 0:00 UTC. The buffs last for seven days.
After ten Invigorations, the Invigoration counter is replaced by an "Override Warframe" button that allows the player to change one of the randomly generated Warframe options to their currently equipped Warframe, including into one that has already received Invigorations. However, Warframes cannot receive a second Invigoration when it already has a previous one active. Once this option is consumed, the Invigoration counter resets, and the player once again needs ten Invigorations to reactivate the override. The override allows four warframes to be invigorated that week (up to seven at the same time).
Warframe Weighting[]
The chance a specific Warframe is chosen to receive an Invigoration for the week is weighted.[1] A Warframe with a weighting of 1.00 is neutral, a weighting above 1.00 increases their chance to be selected for the week, and a weighting below 1.00 decreases their chance to be selected for the week.
Possible Buffs[]
† Affects Exalted Weapons of the appropriate class. For example, primary buffs will affect Artemis Bow and secondary buffs will affect
Balefire Charger. Warframe abilities that inherit modded stats of melee weapons will also inherit invigoration buff (e.g.
Whipclaw and
Landslide)
‡ Not eligible for Hildryn and
Lavos
* Additively stacks with bonuses of the same type
^ Flat value increase after all bonuses are applied
Invigoration Costs[]
Invigorating a Warframe will consume two different types of secretions, each varying between 20% to 90% cost. The costs are randomized each time a Warframe and their buffs are available for invigoration.
Archon Shard[]
The Helminth can be enhanced to imbue Archon Shards obtained from Archon Hunts to the currently equipped Warframe, providing permanent stat bonuses. Archon Shard imbuing requires installing the Helminth Archon Shard Segment, whose blueprint is obtained from completion of the Veilbreaker quest.
Each Shard provides a selection from five stats and only one can be chosen per Shard (though the same bonus can be chosen again if multiple Shards of the same colour are socketed in the same Warframe), and each Warframe has 5 available Shard slots. Tauforged Archon Shards provide 1.5x stronger boosts than their normal counterparts.
Shards can be unsocketed and returned at the cost of 30% Bile.
Once a shard has been socketed, it will appear in the Arsenal for that Warframe for quicker access to the imbuement system.
There are three primary Shard colors: Crimson Archon Shard,
Amber Archon Shard, and
Azure Archon Shard
Fusion[]
Upon reaching Rank 2 - Researcher in the Cavia Syndicate, the blueprint for the Helminth Coalescent Segment becomes available for purchase from Bird 3 for 30,000 Standing. This segment allows the player to fuse Archon Shards to grant them more power.
Coalescent Fusion[]
Coalescent Fusion allows the player to fuse two of the three primary Shard colors to form a new type of Archon Shard, featuring unique upgrades.
When selecting the Coalescent Fusion option in the Archon Shard menu, the player will be prompted to choose from any of the unslotted Shards they own. Normal Archon Shards can only be fused with other normal Shards; likewise, only Tauforged Shards can be fused with other Tauforged Shards to create a Tauforged variant. Once a selection has been made, the Helminth requires a sacrifice of 50 Stela to commence fusion.
The fusion is permanent and cannot be reversed. The player is prompted to type CONFIRM before fusing.
Ascent Fusion[]
Ascent Fusion allows fusing three primary Shard colors to convert them into a Tauforged.
When selecting the Ascent Fusion option in the Archon Shard menu, the player will be prompted to choose from any of the unslotted primary color Shards they own. Once a selection has been made, the Helminth requires a sacrifice of 100 Stela to commence fusion.
The fusion is permanent and cannot be reversed. The player is prompted to type CONFIRM before fusing.
Shard Buffs[]
Stats in parenthesis refer to Tauforged Archon Shards.
Crimson Archon Shard[]
Amber Archon Shard[]
- +30% (+45%) Maximum Energy is filled on Spawn
- Bonus is additive with similar buffs such as
Preparation
- Bonus is additive with similar buffs such as
- +100% (+150%) Effectiveness on Health Orbs
- Bonus is additive with similar buffs such as
Mending Shot
- Bonus does not affect
Equilibrium's conversion.
- Bonus does affect
Equilibrium's conversion on Health Orbs from dispensers in Arena gamemodes.
- Bonus does affect
- Bonus is additive with similar buffs such as
- +50% (+75%) Effectiveness on Energy Orbs
- Bonus is additive with similar buffs such as
Energizing Shot
- Bonus does not affect
Equilibrium's conversion.
- Bonus does affect
Equilibrium's conversion on Energy Orbs from dispensers in Arena gamemodes.
- Bonus does affect
Zenurik's
Energy Pulse is applied after the effects. With one Shard, Energy Pulse will grant ⌊25 * 1.5 * 0.5⌋ = 18 energy over 5 seconds, as opposed to ⌊25 * 0.5⌋ = 12.
- Bonus is additive with similar buffs such as
- +25% (+37.5%) Casting Speed
- Bonus is additive with similar buffs such as
Natural Talent
- Bonus is additive with similar buffs such as
- +15% (+22.5%) Parkour Velocity
- Bonus is additive with similar buffs such as
Mobilize
- Bonus is additive with similar buffs such as
Azure Archon Shard[]
- +150 (+225) Health
- Flat value increase after all bonuses are applied
- +150 (+225) Shield Capacity
- +50 (+75) Energy Max
- +150 (+225) Armor
- Flat value increase after all bonuses are applied
- +5 (+7.5) Health/s Regenerated
- Flat value increase after all bonuses are applied
Violet Archon Shard (
Crimson +
Azure)[]
- Gain +10% (+15%) Ability Damage on enemies affected by
Electricity Status.
- Ability Damage bonus is a unique modifier, and is only given by Archon Shards.
- Ability Damage bonus does not double dip on Status Damage caused by abilities.
- Gain +30% (+45%) Primary
Electricity Damage. Gain an additional +10% (+15%) per Crimson, Azure, or Violet Archon Shard equipped.
- Bonus is additive with similar buffs such as
Stormbringer.
- Bonus is additive with similar buffs such as
- Gain +25% (+37.5%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles.
- Critical Damage bonus is additive with similar buffs such as
Organ Shatter.
- Affects Exalted Weapons of the appropriate class, and abilities that inherit modded stats of melee weapons such as
Whipclaw.
- Critical Damage bonus is additive with similar buffs such as
- Health pickups give +20% (+30%) Energy. Energy pickups give +20% (+30%) Health.
- Bonus is additive with similar buffs such as
Equilibrium.
- Bonus is additive with similar buffs such as
Topaz Archon Shard (
Crimson +
Amber)[]
- Gain 1 (2) Health per enemy killed with
Blast Damage. Max 300 (450) Health.
- Flat value increase after all bonuses are applied
- Bonus is reset upon consuming a revive.
- Regenerate +5 (+7.5) Shields when you kill an enemy with
Blast Damage.
- Does not generate Overshields.
- Does not apply when Shield Gating occurs; players must wait for shields to recharge for the effect to apply.
- Increase Secondary Critical Chance by 1% (1.5%) every time you kill an enemy affected by
Heat Status. Max 50% (75%).
- Critical Chance bonus is additive with similar buffs such as
Pistol Gambit
- Bonus is reset upon consuming a revive.
- Critical Chance gained on kill and Maximum Critical Chance bonus stacks with each shard embedded for this bonus. For example, a Tauforged and a normal shard embedded in the same Warframe will grant a per-kill bonus of +2.5%, resulting in a maximum of 125%.
- Critical Chance bonus is additive with similar buffs such as
- Gain +10% (+15%) Ability Damage on enemies affected by
Radiation Status.
- Ability Damage bonus is a unique modifier, and is only given by Archon Shards.
- Ability Damage bonus does not double dip on Status Damage caused by abilities.
Emerald Archon Shard (
Amber +
Azure)[]
Toxin Status Effects deal +30% (+45%) more damage.
- Bonus is additive with similar buffs such as
Boreal's Contempt.
- Bonus is additive with similar buffs such as
- Recover +2 (+3) Health each time enemies are damaged by a
Toxin Status Effect.
- Gain +10% (+15%) Ability Damage on enemies affected by
Corrosion Status.
- Ability Damage bonus is a unique modifier, and is only given by Archon Shards.
- Ability Damage bonus does not double dip on Status Damage caused by abilities.
- Increase max stacks of
Corrosion Status by +2 (+3).
- Increase is applied to Status Capped enemies.
Notes[]
- A fully subsumed Warframe will leave behind a Lotus flower that inherits the colors that were on the Warframe.
- The upper, broad part of the petals (blade) uses the primary color.
- The lower, narrow part of the petals (claw) and the pistil uses the secondary color.
- The stem uses the tertiary color.
- Energy glow uses energy color.
- Petal veins uses energy accent color.
- If subsuming completes while aboard the Orbiter, the flower will not appear until the next time the player enters their Orbiter. The Subsumed Warframe will also simply vanish.
- Of the 6 main secretions that Helminth uses, subsuming a Warframe will use three and Infusing that ability will use the other three.
- For example, Subsuming
Excalibur costs Biotics, Pheromones, and Bile, and Infusing
Radial Blind costs Oxides, Calx, and Synthetics.
- For example, Subsuming
- The decoys left by
Decoy and
Molt have their appearances altered to match the Warframe using them.
- Subsuming all 57 Warframes currently in game grants a total of 91,200 cumulative experience; enough to reach Helminth Rank 11 as of Update 36.0 (2024-06-18). Note that this value does not take into account feeding resources to the Helminth to restore Secretions, so players can expect to reach Helminth Rank 11 sooner than expected.
Unique Subsuming Interactions[]
Some Warframes have unique mechanics that affect injected abilities. Alternatively, they may lose access to such mechanics when replacing an ability:
Excalibur Umbra will use
Mind Control when autonomous, however, it will prematurely end if the player uses Transference. This is the same with all subsumed abilities, with Umbra preferring to use his first ability when summoned.
Splinter Storm from
Gara does not appear to be able to affect the damage absorb on
Mind Control.
- Subsumed abilities injected to
Hildryn will cost shield points instead of energy, with their costs multiplied by 10 times.
- Replacing
Khora's
Venari will only remove the ability to command
Venari, change her posture, resummon her, and the ability to equip
Venari Bodyguard. Venari will still be present and boost Khora's movement speed while alive, due to also being part of her Passive.
- Subsumed abilities injected to
Lavos costs no energy, instead having a 10 second cooldown that begins after the ability was cast.
Transmutation Probe's cooldown reduction affects subsumed abilities.
- On non-recastable abilities (e.g.
Roar), the cooldown begins after the ability's duration expires, unless modded with an augment that allows it to be recastable (e.g.
Piercing Roar).
- On channeled abilities (e.g.
Gloom), they instead have a 12 second base duration, affected by
Ability Duration.
- Subsumed abilities removes Lavos's ability to elementally imbue the original ability it replaced. In addition, Lavos cannot elemental imbue subsumed abilities.
- Replacing
Sevagoth's
Exalted Shadow will remove his Death Well gauge as well as his ability to use
Sevagoth's Shadow's
Embrace,
Consume,
Death's Harvest,
Reunite, and
Shadow Claws. However, Sevagoth will still enter his Tombstone, command his Shadow, and use Consume on Bleedout, due to also being part of his Passive.
- Sevagoth's Shadow abilities cannot be replaced by Helminth.
- Subsumed abilities removes
Voruna's ability to passive imbue the original ability it replaced.
- Elemental boosting abilities such as
Smite with
Smite Infusion will add damage and procs to
Khora's
Whipclaw and
Atlas'
Landslide.
- Enemies under
Blood Altar will not be targeted by
Null Star, making a combination of both viable on
Garuda or
Nova without fear of losing damage reduction from the latter ability.
- Replacing
Dagath's
Doom will prevent players from modifying the Phantom Wrath debuff generated through
Spectral Spirit.
Tips[]
- Augments or abilities that boost the damage or add damage types to friendly units (such as
Roar or augments like
Shock Trooper) will be applied to
Mind Controlled targets, significantly increasing the damage conversion during the invulnerability period and adding damage not originally possible with
Nyx alone.
- To gain large amounts of Helminth experience use all the tricks at your disposal:
- Subsume instead of selling any standard Warframe you do not like after you have mastered it.
- Go through bursts of repeated infusion-then-removal of abilities on the same frame for abilities with a very "even" cost. Given how the Helminth gets tired of eating the same resource in rapid succession (and that resource giving much smaller boosts to the relevant secretion type), you want to spread out your secretion costs as much as possible to get as many infusions as possible between feedings instead of burning out one secretion type in a single shot; Nyx's Mind Control is an excellent example of this with a 32-32-30 spread.
- Do not waste feed resources that would give more than enough of a secretion to get that type to 100%, the excess is completely lost but the Helminth will still get tired of the resource. You can easily Infuse then remove an ability to open up more capacity for feeding for XP.
Trivia[]
- The word helminth (from Greek: "intestinal worm") is a term used to superficially describe worm-like organisms, some of which are strictly parasitic or worms.
- If you visit the Helmith after regaining the Operator during the New War, the Helminth "mouth" seems to smile.
- Although the community compares it to a virus, the Helminth cyst can be more accurately described as an infectious disease. These include a majority of infectious agents including viruses, plagues, and helminths.
- Helminth has lines that can only be heard depending on the player's moral alignment as determined from their chosen decisions in The War Within, The Glast Gambit, and The Sacrifice quests. Currently, Helminth is the only character who acknowledges this.
- The floor of the Helminth Infirmary features an aquarium containing two Mawfish and a giant, reddish Mortus Lungfish.
- The Helminth shares its model with the Deimos Genetrix.
- After installing the Helminth Segment, the ability to "interact" with the Helminth's mouth becomes available, in which it will interact with the player's Companion.
- If the companion is a Kubrow, Helminth Charger, or Predasite, it will dance in front of the mouth which gurgles and grunts before blowing air at the playful companion, seemingly appearing as an allergic reaction.
- If the companion is a Kavat or Vulpaphyla, the mouth shows signs of affection by giving them gentle kisses as the companion nuzzles against it. Alternatively it will inhale them, mouthwash them, and then spit them out.
- If the player has a Carrion Domestik Drone placed anywhere on the Orbiter, the drone will jump into the mouth to clean it from inside.
- When the Helminth System was first revealed in TennoCon 2020, it was named Helminth Chrysalis System. The "chrysalis" was dropped due to the name being too lengthy.
- A chrysalis is the pupa of a butterfly in which it metamorphosizes.
- There are 51 basic Warframes available, meaning there are 4[44×(51 - 1) + 13×51 + 3×42] + 3×(5 - 1) = 11,968 different Warframe Power combinations (this accounts for the restriction of only a single damage buffing ability being allowed).
- Fully subsuming every Warframe costs 1,810% Oxides, 1,809% Calx, 1,676% Biotics, 1,117% Synthetics, 1,525% Pheromones, and 1,807% Bile.
- Infusing every Warframe Ability once costs 624% Oxides, 689% Calx, 763% Biotics, 824% Synthetics, 1,036% Pheromones, and 743% Bile.
- Infusing every Ability, both Warfame and Helminth, once costs 594% Oxides, 773% Calx, 800% Biotics, 795% Synthetics, 976% Pheromones, and 880% Bile.
Bugs[]
- The player can view the cyst in its fully-matured form before the infection is seven days old when switching between
Equinox's Day and Night forms.
- The Cyst is completely invisible on
Equinox Prime while still opening the door to the Helminth Infirmary and being able to infect other players.
- If the player has been infected before completing The Glast Gambit, Helminth's lines will not play at all.
- To fix this bug, simply have the mature cyst removed from Nidus's neck, leave the room, re-enter and have Nidus re-infected. Helminth will then "awaken".
- Sitting in the chair as Nidus may immediately trigger the removal of the Cyst, despite Nidus not having sat in the chair to receive the cyst in the first place. Afterward, Nidus will no longer be able to sit in the chair to receive the Cyst and will no longer be able to become infected with the Cyst through other means.
- The player can view the fully matured cyst by looking at someone’s profile if that person has a Warframe with the cyst at any stage. (This also includes the player’s own profile)
- Some Warframes do not result in a lotus flower, even after reloading the orbiter.
- For players with slow internet connections, hovering over multiple abilities in the Helminth menu will cause them to download the videos, and if they attempt to infuse an ability while they are downloading it can cause a softlock where the ability is applied with no animations, and leaving the chair will have the player stand up immediately. All physical interactions on the Orbiter will be disabled until the player relogs, though accessing these through the menu will still work.
Subsume Ability Bugs[]
Media[]
References[]
Patch History[]
Update 36.1 (2024-08-21)
- Fixed floating Cyst on the Hydroid Rakkam skin. Now the Cyst should be nicely nestled in his neck where it belongs!
Hotfix 36.0.5 (2024-07-20)
- Helminth Coalescent and Helminth Invigoration Segments can no longer be built in the Foundry without the Helminth Segment installed in your Orbiter.
- As these Segments cannot be used without the Helminth unlocked, it is only confusing to players if they build it beforehand.
- Fixed Hildryn being unable to cast Ember’s Fire Blast Helminth ability.
Hotfix 36.0.4 (2024-06-26)
- Fixed Hildryn’s Pillage Energy Drain stat in Helminth tooltip having long decimals.
Update 36.0 (2024-06-18)
- Fixed Fireblast not showing its Altered stats in the Helminth screen.
- Updated GI Lighting in the Helminth room, including improvements to the pond beneath the floor to increase fish visibility.
- Updated the Helminth Ability “Expedite Suffering” description for accuracy (the ability itself has not changed, this is only a description update).
- Now reads: "Condense all Slash and Toxin Status Effects into a single damage instance."
- Fixed Grendel being able to fire primary weapons in Pulverize after casting Aquablades with the Surging Blades Augment equipped.
- Fixed a significant drop in performance when entering and exiting the Helminth chair repeatedly.
- Fixed hitching in the Arsenal when swapping to a config that has a subsumed Helminth ability.
- Fixed Helminth door in Orbiter not opening when attempting to enter via Decoration camera.
- Fixed offset issue with the Cyst on Octavia Prime.
Hotfix 35.5.6 (2024-04-10)
- Line Of Sight (Los) Improvements
As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4.
To reiterate, there are now two variations of LoS checking:
- The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check.
- The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well.
For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible.
The following Warframe abilities have received the aforementioned improvements:
- Helminth’s Sickening Pulse (Rendered Check)
The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring.
Hotfix 35.5.3 (2024-04-04)
- Fixed reflection volume line appearing in the glass materials in the Helminth room.
- Fixed the Helminth Room not being lit properly when Dynamic Lighting is disabled in settings.
- Fixed the water surface in the Helminth room having an unnatural blue tint caused by GI lighting.
- Fixed being unable to fire weapons after casting Xata’s Whisper from a Xaku that has Dante’s Noctua ability injected via Helminth.
- Fixed the subsumed version of Grendel’s Nourish not using the “Altered” description of the stats in the Upgrade screen.
Update 35.5 (2024-03-27)
- ARCHON SHARD EXPANSION: ASCENT FUSION
The process of Ascent Fusion allows for three Archon Shards of the same type to be fused together to create a single Tauforged Shard.
Requirements
- Helminth Archon Shard Segment: The Blueprint is earned for completing the Veilbreaker Quest.
- 3 Archon Shards of the same type.
- Helminth Coalescent Segment: The Blueprint is purchased from Bird3 in the Sanctum Anatomica.
- If you already have the Helminth Coalescent Segment on your Helminth, both Coalescent AND Ascent Fusion are now available to you!
- 100 Stela: Resource earned from Albrecht’s Laboratories.
How to unlock Ascent Fusion
The Helminth Coalescent Segment Blueprint can be acquired from Bird3 in the Sanctum Anatomica after reaching Rank 2 (Researcher) in the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it.
For players who already have the Helminth Coalescent Segment Blueprint installed, Ascent Fusion is ready for you to use!
How to use Ascent Fusion
Step 1. After installing the Segment, interact with the Helminth chair and select the “Archon Shards” button.
Step 2. Select the new Ascent Fusion icon located on the right of the Archon Shard embed UI.
Step 3. Hover over one of the three slots on screen to select the Archon Shard type you’d like to fuse together. Once you’ve selected an Archon Shard, the rest of the slots will be automatically filled with the same type from your inventory (only types with 3 or more Shards will be selectable). The Tauforged Archon Shard fused from the base Shards will appear in the center. Hover over the Tauforged Archon Shard to preview its stats and bonuses.
Step 4. Select the “Fuse” button to complete the process.
- Fusion Requirement: 100 Stela for each Fuse.
- Mirage Eclipse Rework
Helminth Diminished Effectiveness Change:
Eclipse has been one of the most popular Helminth abilities, so by fixing its unreliability related to light sources and making its buffs guaranteed, a rebalance was in order to compensate. This change does not affect the ability for Mirage, only when applied via the Helminth.
- Solar Eclipse has a base 30% increased Weapon Damage.
- This was previously 150%, it was reduced to match the Diminished Effectiveness of Rhino’s Roar.
- Lunar Eclipse has not changed. It still provides a base 75% Damage Reduction.
- The Damage Reduction cap also remains the same at 75%.
- Nourish Helminth Change
Nourish is by far the most used Helminth ability, so we felt it was necessary to reduce its effectiveness slightly for the Helminth version only. Our goal is to remove situations where it feels like “You’re playing wrong if you’re not using Nourish”, without making the ability unusable.
Nourish when Infused via Helminth now has the following alterations:
- Base Energy Multiplier has been reduced from 2x to 1.6x.
- Base Viral Damage Buff has been reduced from 75% to 45%.
Everything else related to Nourish through the Helminth remains unchanged.
- General UI Changes:
- Added the ability to view the Augment Mods that are compatible for the selected Helminth ability in the Infuse Ability Screen. Follow the prompt to “VIEW AUGMENTS” for a full list of compatible Augment Mods.
- GENERAL CHANGES
- Helminth now has the "FEED" button available once you've fed it a Resource. Previously you'd get the "FEED" prompt only upon exiting the screen after feeding.
- TOP FIXES
- Fixed Helminth flower placement using the locations chosen from a player’s Cross Platform Save PC account, even if they had chosen a Console account as their primary.
- GENERAL FIXES
- Fixed Augment Mods in Chat Link previews showing as unowned if they are for Infused Helminth Abilities.
- Fixed Kullervo’s cyst being hidden in his neck. Now they should be fully visible and ready for lancing!
- Fixed the Helminth Cyst spawning inside of Gauss Prime’s Helmet instead of on his neck, making it near impossible to see.
Hotfix 35.0.2 (2023-12-14)
- Reduced the Cavia Rank required to acquire the Helminth Coalescent Fusion Segment from 4 to 2.
- This relates to Loid sending you an Inbox message upon reaching Rank 2 that the Segment is now available.
Update 35.0 (2023-12-13)
- ARCHON SHARD EXPANSION: COALESCENT FUSION
Archon Shard technology has been extensively researched in the Albrecht’s Laboratories and has led to the advancement in their capabilities! The process of Coalescent Fusion allows for two Archon Shards to be fused together to create a single Shard that offers a set of new embed bonuses.
Coalescent Fusion Requirements:
- Helminth Archon Shard Segment: The Blueprint is earned for completing the Veilbreaker Quest.
- Archon Shards: More than one of various types (base or Tauforged).
- New Helminth Coalescent Segment: The Blueprint is earned from the Wares & Shiny Treasures vendor in the Sanctum Anatomica.
- Stela: New resource earned from Albrecht’s Laboratories.
How to unlock Coalescent Fusion:
The Helminth Coalescent Segment Blueprint can be acquired from the Wares & Shiny Treasures vendor in the Sanctum Anatomica after reaching the Researcher tier with the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it.
How to use Coalescent Fusion:
Step 1. After installing the Segment, interact with the Helminth chair and select the “Archon Shards” button.
Step 2. Select the new Coalescent Fusion icon located on the right of the Archon Shard embed UI.
Step 3. Hover over one of the two slots on screen to select the Archon Shard types you’d like to fuse together. Once both slots are filled, the Shard they will fuse to create will appear in the center. Hover over this Shard to preview the stats and bonuses it offers.
- Base Archon Shards can only be fused with other base Shards. Likewise, Tauforged Shards can only be fused with Tauforged Shards to create a Tauforged variant.
- To remove an Archon Shard, simply select it again.
Step 4. Select the “Fuse” button to complete the process.
- Fusion Requirement: 50x Stela for each Fuse.
You’ve now successfully created a new Fused Archon Shard that can be embedded into your Warframes!
Archon Shard Fusion Types
There are 3 total combinations possible when fusing the different Archon Shards: Violet, Topaz, and Emerald. Each fused Shard has their own set of embed bonuses to choose from:
Violet Archon Shard (Crimson + Azure)
- Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Electricity Status.
- Gain +30% (Tauforged: +45%) Primary Electricity Damage. Gain an additional +10% (Tauforged: +15%) per Crimson, Azure, or Violet Archon Shard equipped.
- Gain +25% (Tauforged: +37%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles.
- Health pickups give +20% (Tauforged: +30%) Energy. Energy pickups give +20% (Tauforged: +30%) Health.
Topaz Archon Shard (Crimson + Amber)
- Recover 1 (Tauforged: 2) Health per enemy killed with Blast Damage. Max 300 (Tauforged: 450) Health.
- Regenerate +5 (Tauforged: +7.5) Shields when you inflict an enemy with Blast Status.
- Increase Secondary Critical Chance by 1% (Tauforged: 1.5%) every time you kill an enemy affected by Heat Damage. Max 50% (Tauforged: 75%).
- Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Radiation Status.
Emerald Archon Shard (Amber + Azure)
- Toxin Status Effects deal +30% (Tauforged: +45%) more damage.
- Recover +2 (Tauforged: +3) Health each time enemies are damaged by a Toxin Status Effect.
- Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Corrosion Status.
- Increase max stacks of Corrosion Status by +2 (Tauforged: +3).
For the fashion fans out there these new Archon Shards apply to the Shard Hex and Shard Bane Ephemeras!
General Archon Shard Changes:
- Each Archon Shard type now has its own icon associated with it to help identify them when making selections (primarily for our colorblind Tenno out there!).
- Reduced Archon Shard removal cost from 50% to 30% Bile.
- Updated the confirmation pop-up when removing an Archon Shard to specify the exact conditions of its removal:
- Was: "Are you sure you want to remove the Embedded Archon Shard from this slot? Shard will be refunded and Helminth materials will be consumed."
- Now: "Are you sure you want to remove the Embedded Archon Shard from this slot? (Shard Name) will be refunded and 30% Bile will be consumed."
- Hovering over Archon Shards in the embed slots at Helminth will now show their embed bonuses!
- Helminth Changes:
- Added the ability to contribute the following resources to Bile Secretions:
- Hemocyte Cystoliths
- Enigma Gyrum
- Kullervo's Bane
- Ariette Scale
- Rune Marrow
- Aggristone
- Vainthorn
- Added the ability to contribute the following resources to Biotics Secretions:
- Connla Sprout
- Eevani
- Kovnik
- Dracroot
- Ueymag
- Yao Shrub
- Silphsela
- Tasoma Extract
- Added the ability to contribute the remaining Duviri resources to the following Secretions.
- Saggen Pearl (Synthetics)
- Lamentus (Pheromones)
- Maw Fang (Oxides)
- Nacreous Pebble (Calx)
Update 34.0 (2023-10-18)
- Changed the Thermal Sunder Helminth ability to have an altered attribute of “Scaling from Heat Status on enemies capped to 10x ability damage.”
- A deeper dive into its Subsumed version on other Warframes showed us there was a Damage Over Time issue where Heat procs were scaling with unlimited exponential damage, therefore, we have implemented the cap.
Update 33.6 (2023-07-27)
- Fixed being unable to install Helminth Segments if another Orbiter Segment is queued to be installed.
- Example: Unable to install the Helminth Archon Shard Segment if a Kubrow is waiting to be claimed and the Kavat Incubator Segment is queued to be installed.
Hotfix 33.0.11 (2023-05-24)
- Fixed unintended and extreme high damage from casting Thermal Sunder over and over again using Wukong (infused from Helminth) while there is a Gauss present (Player and Specter).
- Fixed companions teleporting and dropping randomly behind the “Feed Helminth” screen while you are sitting in the chair.
Update 32.3 (2023-02-15)
- Added an “Infused ability removed successfully” popup after removing an Infused ability at Helminth.
- Adjusted how frequently the Helminth discusses their hunger in-game.
- Fixed the Augur Mod Set bonus (Energy spent on abilities is converted to Shields) giving you Overshields when your current max Shield is 0 after activating the Helminth Parasitic Armor ability (Sacrifice Shields to reinforce Armor for a period of time).
- Fixed Wisp being able to fire her weapon during Sol Gate when the Helminth ability Empower was cast directly before.
Hotfix 32.2.8 (2022-12-15)
- Fixed the Status Immunity Invigoration preventing melee parrying.
Hotfix 32.2.5 (2022-12-14)
- Helminth Segments Bundle has been added to the in-game Market! Includes the Helminth Segment and Helminth Invigoration Segment.
- “Helminth hungers to make you stronger. Welcome Helminth into your Orbiter with this bundle and you will be able to replace Warframe Abilities, Invigorate Warframes with temporary buffs.”
- Mastery Rank 8 required to purchase.
Update 32.1 (2022-11-02)
- Fixed your Warframe’s Ability Duration stat increasing every time you mouse over it in the Helminth UI while Molt Efficiency is equipped (UI only issue, did not impact in-mission).
- Fixed the “Incomplete” filter for the list of Warframe abilities applying when clicking on resources in Helminth UI.
Hotfix 32.0.12 (2022-10-12)
- Fixed a map hole in the Helminth room.
Hotfix 32.0.4 (2022-09-14)
- Fixed a script error when switching between the ‘Helminth’ and ‘Archon Shard’ tabs in Helminth’s UI if you have something selected.
- Fixed flickering issues in the Helminth UI.
- Fixed script error when scrolling in the Helminth UI while feeding resources.
- Also fixed auto feeding occurring when scrolling if a resource had been selected.
Hotfix 32.0.3 (2022-09-14)
- Adjusted position of the Invigoration icon in the Arsenal to better align with the Mastered and Archon Shard icons.
- Fixed being able to Subsume a Warframe with Archon Shards, ultimately resulting in losing the Shards.
- There is now a confirmation screen that pops up upon Subsuming a Warframe that has Archon Shards equipped. If you have lost Archon Shards in the process of Subsuming, please contact support.warframe.com.
- Fixed Clients losing their HUD after removing an Archon Shard off a Warframe.
- Fixed being unable to Subsume a Warframe while using a controller.
Update 32.0 (2022-09-07)
- NEW HELMINTH SYSTEM ADDITION: ARCHON SHARDS
Archon Shards are a source of anti-entropic radiation ideal for empowering synthetic lifeforms, most notably Archons and Warframes. Managing these Shards is done through Helminth in your Orbiter - read on below for details on what they are and how to use them.
Note: To engage with this system you must complete the Veilbreaker Quest!
What are Archon Shards
Archon Shards can be socketed in your Warframes to give permanent* additive (do not scale with mods) stat increases.
*Permanent in the sense that once socketed to your Warframe those stat increases are sustained unless you decide to un-socket it. Read the “How to Use Archon Shards” section to learn more about that.
Archon Shards are earned in the two following ways:
1. Archon Hunts:
1 x guaranteed Archon Shard is rewarded after successfully completing all three missions in the weekly Archon Hunt.
- With a 20% chance of that Shard being Tauforged.
- The Tauforged status increases the overall power of a base Archon Shard’s additive stats by x1.5.
- For example: A base Amber Archon Shard will offer +15% Sprint Speed, while the Tauforged version of that same Shard will offer +22.5% (15 x 1.5 = 22.5).
2. Kahl’s Garrison (COMING SOON):
Kahl offers 1 x Archon Shard a week available for purchase for Stock!
Archon Shard Types
Each Archon drops a specific Shard color with different stat categories associated with it. Socket the same color of Archon Shards in your Warframe to focus on one type of combat advantage, or diversify your Shard usage for a more dynamic approach where you feel appropriate.
- Azure Archon Shard
- Drops from: Archon Boreal (Earth Archon Hunt)
- Stat Category: Defensive
- Crimson Archon Shard
- Drops from: Archon Amar (Mars Archon Hunt)
- Stat Category: Offensive
- Amber Archon Shard
- Drops from: Archon Nira (Jupiter Archon Hunt)
- Stat Category: Utility
How to Use Archon Shards
After completing the Veilbreaker Quest, an inbox will be delivered to you containing the Archon Shard Helminth Segment Blueprint to install in your Helminth. This unlock a new Menu in your Helminth Segment where you can Socket and Unsocket your hard-earned Shards on your equipped Warframe. Each Warframe has a total of 5 slots available to be filled.
Installed Archon Shards can be unsocketed to be reused, at the cost of 50% of your Bile Helminth resource pool.
You can also access equipped Archon Shards from the Arsenal. Hovering over one of the Shards will give you access to jump to the Shard management screen in the Helminth if you’d like to make changes.
- STARTER WARFRAME ABILITY CHANGES: MAG
Pull
- Now creates a mini-vortex when casting, which gathers enemies in front of Mag. Polarize Shards on the ground will also be Pulled into this Vortex.
- Helminth: Changed Mag’s Pull to now have diminished range when infused. Was 25m at max, now 12.5m.
- GENERAL CHANGES:
- Eidolon Shards can now be fed in bundles of 25 to appease the Helminths Sentient appetite.
- FIXES:
- Fixed the +100 Ability Duration and Status Immunity Helminth Invigorations not applying to Sevagoth’s Shadow.
- Fixed the Helminth ability Master’s Summon not recalling Moas/Hounds.
Hotfix 31.6.2 (2022-06-15)
- Fixed script error with Helminth’s Sprint Speed Invigoration buff.
Update 31.6 (2022-06-09)
- Fixed Atlas Rubble not being created if you’ve replaced Petrify with a Helminth ability.
- Fixed Atlas’ Path of Statues Augment not working if you’ve replaced Petrify with a Helminth ability.
- Fixed Helminth’s Nourish ability being unable to be cast by Lavos and Hildryn (since they do not use Energy).
- Lavos will now have a cooldown and Hildryn’s Shields will be consumed in its place so that the ability can be cast.
- Fixed case of Hildryn’s Helminth abilities costing less Shields if Inner Might was equipped.
Hotfix 31.5.3 (2022-04-29)
- Fixed Energy/Shield Drain for a Helminth Ability equipped on Hildryn being extremely high after using Inner Might, making it impossible to cast.
Hotfix 31.5.2 (2022-04-28)
Hotfix 31.3.1 (2022-03-29)
- Fixed being able to hit 100% invulnerability when combining Nova’s Null Stars and Helminth’s +100% Duration Invigoration.
- The usual modding limit for maximum Duration on Null Star would allow a maximum of 90% damage reduction. But with the addition of the Nira’s Hatred mod and Helminth’s +100% Duration Invigoration, it pushed over that limit to reach 95% and even 100% damage resistance, which would make you invincible until you had lost a few stars. This was not intended and has been fixed to return it back to maintain the 90% max damage reduction.
Hotfix 31.1.2 (2022-02-10)
- Fixed Lavos and Hildryn infused with Aquablades being unable to throw the disk with the Surging Blades Augment equipped because they don’t use Energy.
- Lavos can now throw the projectile on a cooldown and Hildryn using her Shields.
Hotfix 31.1.1 (2022-02-09)
- Fixed Helminth Subsuming slots at Rank 10 showing as 100K+ instead of ‘Unlimited’.
Update 31.1 (2022-02-09)
- Fixed seeing double Helminth chair materials.
- Fixed numerous UI screens (Helminth feeding) being illegible when a lighter UI Theme is equipped.
- Fixed an erroneous space in the Helminth UI which could result in misaligned cursor selection zone.
Hotfix 31.0.6 (2022-01-04)
- Fixed weapons not functioning after rapidly casting the Dispensary ability via Helminth Subsume.
Hotfix 31.0.3 (2021-12-17)
- Fixed Harrow Prime to be compatible with Helminths Invigoration system. Please note that this will only affect new Invigoration offerings. If you already had a current offering for the original Harrow then it will remain invalid for the Prime. We are making changes to the way we introduce Prime Warframes to Helminth to try and prevent this problem from happening in the future.
- Fixed the Helminth Ability ‘Golden Instinct’ not functioning for Somachords and Frame Fighter fragments.
Hotfix 30.9.4 (2021-11-16)
- Fixed Helminths “Appetite” arrows being missing.
Hotfix 30.9.2 (2021-11-11)
- Fixed several drop-down menus not functioning in the Helminth Lab
Hotfix 30.9.1 (2021-11-11)
- Fixed a script error that could occur when selecting a Helminth Invigoration.
Update 30.9 (2021-11-11)
- When dragging around Mod Configs to swap (i.e Swapping Mod Config A to Config B), we now swap applied Helminth abilities as well to support the Modding of a given Helminth choice.
- Sitting in the Helminth chair with a Warframe you haven’t Subsumed yet will now move that option to the top of the list.
- Fixed Arsenal changes to your Warframe not saving after removing an overridden Ability via Helminth.
- Fixed Subsumed Aquablades having no cast audio. As reported here: https://forums.warframe.com/topic/1281219-subsumed-aquablades-have-no-cast-audio/
- Fixed Helminth “Next Reward” text being cut off.
Update 30.8 (2021-10-04)
- Fixed a functionality loss that could occur as a result of using the Helminth chair.
Hotfix 30.7.4 (2021-09-14)
- Fixed inability to use a Nidus Helminth Invigoration on Nidus Prime.
- Unfortunately this will only affect future Invigoration Offerings, if you already have a “bad” Offering for the wrong Nidus this will not correct it.
Hotfix 30.7.3 (2021-09-10)
- Fixed missing Helminth Invigoration pips. This was purely a UI bug and did not remove any Invigoration progress.
- Fixed the Helminth Infirmary doors not opening for Nidus Prime for players who do not own the Helminth Segment.
Update 30.7 (2021-09-08)
- Added Orokin Ciphers and Omega Isotopes as a feeding option to the Helminth, which will grant Bile.
- Added Cryptographic ALU as a feeding option to the Helminth, which will grant Synthetics.
- Made a few changes to the Helminth 15th Metamorphosis “Golden Instinct” Void Spark:
- Doubled the Void Sparks lifespan
- Increased the Void Sparks visibility
- Increased start time of Golden Instinct
- Fixed UI not updating when attempting to Invigorate Excalibur Umbra which then resulted in a script error.
- Fixed rounding error for Helminth Invigoration costs that could prevent an account from Invigorating in rare circumstances.
- Fixed Lavos and Hildryn being able to roll Energy-based Invigorations (Energy Max + 200% and Energy Regen +2) as the Warframes do not use Energy.
Hotfix 30.6.1 (2021-08-10)
- Fixed scenario where Energy could cost 0 with a Limbo's Infused with Thermal Sunder.
Update 30.6 (2021-08-04)
- Fixed another case of having a Helminth Invigoration fail.
Hotfix 30.5.5 (2021-07-29)
- Added Helminth Ability videos to the Helminth screen.
- Fixed very rare case of an inability to use a Helminth Invigoration.
Hotfix 30.5.4 (2021-07-17)
- Fixed Lavos and Hildryn being able to roll Energy-based Helminth Invigorations.
Hotfix 30.5.3 (2021-07-09)
- Fixed issues with some Helminth Invigorations not being applicable.
- Fixed Primary Critical Chance Helminth Invigorations not buffing Primary Shotguns.
Update 30.5 (2021-07-06)
- HELMINTH UPDATES:
You can now go up to Rank 15, and so much more! When it comes to the level cap increase to Helminth (from 10 to 15), we are introducing Invigorations at the same time, which will give around triple the XP of Subsumes. They should help you rank up as you invigorate your Arsenal over time.
This is similar to other MMOs, you won't retroactively get leveled up for past play when the Helminth level cap increases.
NEW HELMINTH SYSTEM: HELMINTH INVIGORATIONS
Son has been busy developing new bio-technologies for Helminth. Visit SON in the Necralisk on DEIMOS to obtain the New Helminth Invigoration Segment Blueprint required to upgrade your Helminth to perform a new operation: Invigorations!
Helminth Invigorations are here! Take a seat, Tenno. Helminth has some flavours of the week!
Every week, your Helminth will have an Affinity toward 3 Warframes. You can interact with Helminth with these Warframes to gain select Weekly Buffs (one Offensive and one Utility/Defense)! For example:
Zephyr: 200% Power Strength and Immune To Status Atlas: 200% Primary Critical Chance and +1000 Armor
Excalibur: 250% Melee Damage and 75% power Efficiency