Deep Archimedea is a series of multi-stage missions in a battle against MurmurIcon The Murmur to drive them out of Albrecht's Laboratories. They can be accessed by speaking to the Necraloid in the Sanctum Anatomica.

Unlocking Deep Archimedea for the week consumes 2 Search Pulses. 5 Search Pulses are granted each week, shared with Netracells, resetting at Monday 0:00 UTC. Players can still partake in Deep Archimedea missions once they have exhausted all rewards.

Access to this mission requires completion of the Whispers in the Walls quest and being Rank 5 - Illuminate with the Cavia Syndicate Logo 1 Cavia.

Tutorial[]

Albrecht's Deep Archimedea was his project to discover how to defeat The Murmur. Help Necraloid to continue Albrecht's ongoing work by running a preselected set of 3 missions, consecutively and without breaks, under extremely challenging conditions.

Each week Deep Archimedea must be Unlocked by using 2 Search Pulses. These are the same Search Pulses that locate Netracells.

With every new week, Necraloid alters the experiment, adding a new set of missions, each with their own Risk Variables and Deviations. Study these carefully to prepare for what is to be endured.

Necraloid also selects Loadout items that he wishes to study. Equip these to receive extra Research Points.

Personal Modifiers offer the opportunity for brave Tenno to take extra risks in return for Research Points.

The more Research Points earned, the greater the Reward Pools that are unlocked.

Pay special attention to Deep Archimedea's restrictions. Void Angels prevent self-revival and must be defeated to bring a bled-out Tenno back to the fray.

When you have mastered Deep Archimedea, it will be time to move onto Elite Archimedea. The ultimate test.

Mechanics[]

Deep Archimedea Missions are played in sequence, with no opportunity to switch Loadouts.

Similar to Sorties, players are tasked with completing three missions in a row. Players should prepare carefully, as there are no breaks and no opportunities to switch loadouts between missions.

Clearing all 3 missions awards 3 Research Points for rewards.

Individual Parameters[]

These Individual Parameters exclusively affect a player, and there are two kinds of Individual Parameters that can be selected by the player: Loadout and Personal Modifiers. Players can restrict their loadout and apply personal debuffs to gain Research Points to increase their chances at receiving more rewards.

Deep Archimedea Loadout

Loadout[]

Equipping one of the following items rewards 1 Research Point per mission completed.

These Parameters are applied based on Loadout equipment. Each week, a choice of 3 Warframes, Primary, Secondary, and Melee Weapons are listed, matching them awards 1 Research Point per equipment per mission. The available Loadout restrictions differ between players, and can consist of equipment that the player doesn't own.

In order to activate any of the Loadout parameters, players must change their equipment in the Arsenal. Variants of equipment such as Primes or Syndicate Weapons are eligible.

Kitguns and Zaws can appear in the Loadout window. Any combination of components will apply as long as one is equipped.

Deep Archimedea Modifiers

Personal Modifiers[]

Each Personal Modifier grants 1 Research Point per mission completed.

Four randomly selected debuffs can be applied, each granting 1 Research Point per mission.

These Personal Modifiers affect players directly, providing a challenge in exchange for increased Research Points. They're applied individually, allowing a player to increase the challenge for themselves without affecting their teammates.

Personal Modifier Effects Notes
Gear Embargo Gear cannot be used.
Powerless All Abilities are disabled until the squad kills 50 enemies. Passives seem to be unaffected (needs more testing).
Also applies to the Operator/Drifter, however Transference itself is unaffected.
Specters are unaffected.
Secondary Wounds Gain 1 DmgPunctureSmall64 Puncture Status Effect every time you take damage.
Lethargic Shields Shield recharge delay increased 500%. Increases recharge delay to 6 seconds by default.
Other sources of shield restoration (Blessing130xWhite Blessing, Mod TT 20px Brief Respite, Mod TT 20px Guardian) are unaffected.
Ammo Deficit Ammo restored by drops and gear is reduced 75%. Has no effect on Battery Weapons or Exalted Weapons
Fractured Armor Casting an ability reduces Armor by 10% for 10s.
Untreatable Pickups do not heal, and Health Orbs cannot be picked up. LavosIcon272 Lavos' Universal Orbs and Mod TT 20px Equilibrium will still provide energy.
Abbreviated Abilities Ability Durations reduced by 50%. Reduction is multiplicative; an ability with 250% duration will be reduced to 125%.
Concussive Drain Taking health damage also consumes 5% of max energy per hit.
Transference Distortion Transference into Operator and Drifter is blocked. Prevents usage of FocusLastGasp Last Gasp and piloting Necramechs.
Terminal Velocity You do 0 damage while not moving.
Framecurse Syndrome Activating an Ability inflicts 50 damage upon you. Damage dealt ignores shields and is dealt directly to health.
Knifestep Syndrome Lose 2 Health when moving. Jumping pauses the effect. Rate of health loss is proportional to movement speed.
Energy Exhaustion Lose 2 Energy per second for each enemy within 10 meters of you.
Ammo Scarcity Ammo depletes steadily. Battery weapons recharge slowly. Ammo reserves deplete at ~5% per second.
Exposure Curse Shields are removed.
Sanguine Syndrome Every time you take damage, you also suffer a Bleed Status Effect.
Vampyric Syndrome Lose Health every second. Killing enemies restores Health.
Conductive Take DmgElectricitySmall64 Electrical damage every few seconds.
Deep Archimedea Missions

Deviation[]

Deviations are mission-related modifiers that add further difficulty, forcing new strategies to adapt to their conditions. They are variations of mission elements players may already be familiar with, designed to keep even the most experienced Tenno on their toes.

Deviation Mission Compatibility Effects Notes
Necramech Influx All Necramechs appear with greater frequency. Hostile Necramechs can spawn without being summoned by Rogue Culverins.
Fissure Cascade All Fissures rip into the mission, causing the Enemy Level to go up by 1 every 10s. Destroy them to stop the level from increasing further.
Damage Link All Enemies within 10m of each other form a Damage Linked group. Any damage done to an individual is distributed evenly to the entire linked group.
Sealed Armor All Enemies take 90% less damage from non-weak point hits. Weak points will be highlighted with this Deviation active.
Anatomizers are exempt from this Deviation since they have no weakspots.
Parasitic Towers Survival Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them.
Hostile Support Survival The Life Support Tower delivery system is disabled. Necramechs spawn every 90 seconds, and drop 6 Life Support Modules when killed. Enemies can still drop life support modules on death.
Hazardous Areas Survival Activate Life Support Towers to clear Hazardous Areas for your squad.
Hazardous Goods Alchemy Amphors will inflict their associated elemental damage while being carried.
Alchemical Invulnerability Alchemy 10% of enemies are equipped with an impervious Elemental Barrier that can only be destroyed by an Amphor of the corresponding element.
Eximus Amphora Alchemy Eximus units always drop Amphor but they are the only units that drop them.
Eroding Senses Mirror Defense The Auricle and Vitreum take damage over time, collecting the required Vosphene Glyphs will halt the degradation and partially heal them.
Glyph Inflation Mirror Defense The security system requires twice as much Vosphene Glyphs to activate.
Glyph Trap Mirror Defense Some Vosphene Glyphs are booby-trapped with a portal that Teleports those that touch it 250m away. After the portal is revealed it lasts 45s.
Radioactive Breakdown Mirror Defense All enemies are invulnerable and can only take damage when they are inflicted with DmgRadiationSmall64 Radiation Status. ChyrinkaPillar130xWhite Chyrinka Pillars appear randomly and inflict Radiation Status.
Barbed Glyphs Mirror Defense Each Glyph inflicts a small amount of damage when collected. When collected, Gylphs inflict DmgFireSmall64 Heat damage with a guaranteed proc.
Coordinated Front Assassination Eximus units support The Fragmented Tide and its final form.
Relentless Tide Assassination The Fragmented Tide never stops attacking.
Angelic Cohort Assassination Void Angels fight alongside the final Fragmented form.
The Fragmented Two Assassination Face two Fragmented forms in the final battle.
Engorged Gruzzlings Disruption All Gruzzlings are Eximus.
Unified Purpose Disruption Enemies can target and destroy Conduits. An activated Conduit now possesses a health bar that allow all enemies to attack it.
Double Demolishers Disruption Two Necramech Demolishers will attack any Conduit, but their health is reduced. It is possible for both Demolishers to spawn in the same starting room, reducing the need for players to spread out and take down each Demolisher individually.

Risk Variable[]

Risk Variables are more focused on enemies and weapons, designed to make the endless waves of enemies more merciless than ever before. Tenno will want to check Risk Variables before diving into a Deep Archimedea to ensure they're prepared for whatever lies in front of them.

Risk Variable Effects Notes
Hostile Regeneration Enemy health slowly regenerates.
Vampyric Liminus Slow moving, immortal, Duviri Liminus drain Health and Energy from allies who get too close. Drains 150 health and 25 energy per second while in range. While immortal, they are affected by crowd control. They also deal increased damage to players with Overguard.
Adaptive Aberrations Enemies gain resistance to Elemental Damage that has been inflicted upon them. Resistance is lost if no damage is taken from that element for 5s.
Bolstered Belligerents All enemies have Overguard equal to 50% of their max health.
Ranged Engagements Only enemies with ranged attacks are present.
Close Quarters Only enemies with melee attacks are present.
Fortified Foes Guardian Eximus units may be encountered, including Guardian Eximus Necramechs.
Myopic Munitions Enemies will only take damage if a player is within 15m of them.
Postmortal Surges Slain enemies burst with Void energy.
Elemental Potency Enemies deal +100% Elemental Damage and have +85% resistance to Elemental Damage.
Eximus Reinforcements Additional Eximus units will be deployed.
Bold Venture Enemies deal -15% Damage and take +15% Damage but gain +15% Movement Speed, Attack Speed, and Fire Rate.
Devil's Bargain Allies within 4m of slain enemies gain +25% Fire Rate at the cost of -50% Ammo Efficiency.
Entanglement Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity.
Commanding Culverins Rogue Culverins equip weapons that deal 5x Damage to Overguard and Necramechs. Changes projectile fired by Rogue Culverins. Creates an explosion on impact.
Explosive Potential Rupturing Fragments replace Shuffling Fragments.
Alluring Arcocanids As Rogue Arcocanids charge attacks, they pull Warframes toward them.

Restrictions[]

All Deep Archimedia missions incur these restrictions:

Enemy Health and Shields increased by 100% and an additional 50% for each squad member, stacking to a maximum of 300%.

Increased chance of Eximus

NO SELF-REVIVE
Self-revive is disabled. Instead, 30s after a Tenno has bled-out, a dormant Void Angel bearing the glyph of the Tenno will appear in the mission. Awaken and defeat the Angel to bring the Tenno back into action. Each subsequent Void Angel will be much stronger.

LAST GASP PENALTY
Activating the Last Gasp focus ability reduces the timer by 2 seconds.

BLEEDOUT SHORTENS
The bleedout timer shortens after each revive, to a minimum of 5 seconds.

MORTIS STRIKE
After being dead for 3 minutes you will incur a Mortis Strike. After 3 Mortis Strikes you will not receive any rewards for this run.

COOLDOWN INCREASE Each type of Restore has a 3 minute cooldown timer applied.

This cooldown affects all sizes of the Restore type.

Considered to be extremely difficult with many debilitating restrictions and level 250 - 275 enemies, it is recommended to attempt this mission in full squads.

Elite Archimedea

Elite Archimedea[]

Adds an additional Risk Variable to each Mission while increasing enemy level. This yields more Research Points per mission, putting the highest Reward Pools within reach.

For the truly courageous Tenno, Elite Archimedea is a higher difficulty mode of Deep Archimedea, increasing enemy levels to 375 - 400 and applying two Risk Variables. Completing an Elite Archimedea grants an additional 10 Research Points for even more rewards.

Elite Archimedea is permanently unlocked by completing a Deep Archimedea with 25 Research Points, requiring all points from Loadout and Personal Modifiers.

Rewards[]

Deep Archimedea Rewards

The primary rewards of Deep Archimedea consists of Archon Shards (CrimsonArchonShard Crimson (TauforgedCrimsonArchonShard Tauforged), AmberArchonShard Amber (TauforgedAmberArchonShard Tauforged), or AzureArchonShard Azure (TauforgedAzureArchonShard Tauforged)), Legendary Melee Arcane Enhancement (MeleeCrescendo Melee Crescendo or MeleeDuplicate Melee Duplicate), or MeleeArcaneAdapter Melee Arcane Adapter. Completion of the third mission awards 15,000 Standing Cavia Syndicate Logo 1 Cavia Standing.

Rewards are divided into tiers that are earned by applying Research Points:

Research Points do not stack across attempts; rewards are earned based on the singular attempt at hand, not the sum of attempts over the week. In order to maximize gains, players must satisfy all Individual Parameters conditions before starting the mission. Each reward can only be earned once per week.

Reward tiers are immediately given upon qualifying. For example, clearing the first mission with all parameters enabled (8 Points) awards the 5 Point tier, and clearing the second mission after (16 Points) awards the 10 Point and 15 Point tiers.

Notes[]

Tips[]

Patch History[]

Hotfix 36.1.6 (2024-09-05)

Update 36.0 (2024-06-18)

Deep Archimedea Changes & Fixes

Update 35.6 (2024-05-15)

Hotfix 35.5.8 (2024-04-24)

New Deep Archimedea Mission Risk Variables & Deviations

The following have been added to the pool of possible Mission Risk Variables & Deviations that can appear in the weekly Deep Archimedea reset.

New Mission Risk Variables:

New Mission Deviation:

General Deep Archimedea Changes & Fixes:

Hotfix 35.5.7 (2024-04-17)

Deep Archimedea Changes

Changes to address feedback on Deep Archimedea Mirror Defense missions:
The following changes were made based on feedback received from players about the difficulty of Mirror Defense missions in Deep Archimedea, but they apply across Warframe.

General Deep Archimedea Changes & Fixes:

Hotfix 35.5.6 (2024-04-10)

Hotfix 35.5.5 (2024-04-05)
The last Hotfix unintentionally changed this week’s Deep Archimedea missions, modifiers, deviations and risk variables, so we’ve reverted it back to its previous state. It will properly refresh as scheduled on Monday at 0:00 UTC. You will not lose any Research Points in the revert.

Hotfix 35.5.4 (2024-04-05)

Hotfix 35.5.3 (2024-04-04)