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.
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.
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.
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.
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.
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 Radiation Status. 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 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.
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.
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.
Empowered Enemies:
Enemies have their Health and Shields increased by 100%, and an additional 50% for each squad member up to a maximum of 300%.
Self-revive is not allowed. 30 seconds after a player dies, a Void Angel with a single health bar will spawn which must be killed to revive the fallen player. The Void Angel will become stronger with each subsequent death.
Last Gasp's drain begins 2 seconds earlier with each use.
The Transference Distortion Personal Modifier completely disables Last Gasp.
Bleedout timer reduces with each revive, down to a minimum of 5 seconds.
A player that is dead for longer than 3 minutes will receive a Mortis Strike. Acquiring 3 strikes will remove eligibility for rewards.
All rewards earned before acquiring the 3 strikes are kept.
Strike timer is cumulative and does not reset on revive.
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 are divided into tiers that are earned by applying Research Points:
Clear: 3 Points after clearing all missions
Individual Parameter: 1 Point per mission, 24 total for clearing all missions with all parameters enabled
Elite Archimedea: 10 Points after clearing all missions, stacking with the base clear points for 13 total
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[]
In Survival and Mirror Defense, special terminals can spawn Rogue Necramech Eximus which when defeated lowers the mission timer by 45 seconds.
Survivability is just as important as in Arbitrations, Archon Hunts, and Netracells. A fallen player can be revived in bleedout, but not once they have "fully" died.
Avoid straying too far from the squad to ensure they can reach a player in bleed-out in time.
Vazarin's Mending Soul is especially helpful at ensuring an ally gets up as quickly as possible and not miss the rewards by dying.
Weapon offerings can vary from week to week, thus making damage consistency tricky for even the most seasoned veterans. Warframes which have powerful exalted abilities are sought for Deep Archimedea as they have a guaranteed weapon available. Warframes such as such as Mesa, Baruuk, Valkyr, Jade, and Sevagoth are a few such examples.
Unlike Archon Hunts and Netracells, Deep Archimedea does not restrict the use of Specters.
Fixed Abbreviated Abilities’ description in the Deep Archimedea screen stating 75% duration reduction instead of the updated 50% (this was changed in the Jade Shadows update).
As mentioned in Devstream #179, Deep Archimedea and Netracells now award Standing with the Cavia Syndicate. Deep Archimedea will award 15,000 Standing upon completion of the third mission with any modifiers (or none at all!) and Netracells will award 5,000 Standing per completed Netracell.
Reduced the duration reduction of the “Abbreviated Abilities” Personal Modifier from 75% to 50%.
Changed how Deep Archimedea’s “Untreatable” Personal Modifier interacts with Health Orbs in the following scenarios:
Lavos’ Universal Orbs: Energy can now be gained from these Orbs when picked up, but not Health (as intended with this modifier).
Equilibrium Mod: Energy can now be gained when picking up Health Orbs, but not the other way around (as intended with this modifier).
A “Health Pickup is blocked” HUD pop-up will now appear at the bottom of your screen to help provide more information in the scenarios above.
Changed “Unified Purpose”’s description to better explain what this Deviation does:
Now reads: “Enemies can target and destroy Conduits.”
Toned down the intensity of Void explosions caused by the “Postmortal Surges” Risk Variable.
Made the following changes and fixes to the “Powerless” Personal Modifier to improve its functionality:
Added an icon to the HUD to indicate the required number of kills. When the kill count requirement is met, the icon will disappear.
Fixed Powerless blocking Ability effects from other players interacting with their kits.
Fixed Powerless preventing players from using Transference.
Fixed Powerless not properly applying to Clients.
Fixed an issue where Powerless would appear to not countdown following the first mission, causing the player to be unable to finish the Modifier’s requirements to remove its detriment.
Fixed Powerless not progressing from Squad kills while in a Necramech.
Fixed Clients not receiving Research Points from their selected Individual Parameters equipment if invited by a Host active within a Deep Archimedea Mission.
Fixed the HUD buff icon for the “Knifestep Syndrome” Personal Modifier remaining visible regardless of whether or not it is actually active.
Fixed an issue where Client’s wouldn’t have their suggested/chosen Deep Archimedea equipment count towards the activities reward track if invited by a Host already in a Deep Archimedea mission.
Alluring Arcocanids: As Rogue Arcocanids charge attacks, they pull Warframes toward them.
New Mission Deviation:
Unified Purpose (Disruption): All enemies target Conduits.
This has replaced Parasitic Conduits (the Conduit’s timer is paused unless a player is within 10m; more players in range will accelerate the timer. Conduits drain Shields). While originally listed in the Dante Unbound Patch Notes, we felt it didn’t quite fit the core Disruption gameplay. In its stead, we have added Unified Purpose.
General Deep Archimedea Changes & Fixes:
Reduced Vampyric Liminus’ Energy Drain from 50 to 25 per second.
Fixed the “Sealer Armor” Exterminate Mission Deviation (enemies take 90% less damage from non-weak point hits), causing Rogue Culverins to not self-destruct after destroying their two weak points.
Fixed Necraloid’s monologue after backing out of the screen being heard regardless of where you are in the Sanctum Anatomica. Certified yapper.
Fixed the Fractured Armor Personal Modifier (casting an ability reduces armor by 10% for 10s) not having a HUD buff indicator.
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.
Made the following changes to The Hollow Vein:
Greatly reduced how often it hits Defense targets with its ranged laser attack.
Before: Due to Defense targets being much larger than players, they were applying several hit ticks in a row onto these targets resulting in massive damage.
Now: it will only hit Defense targets once with its laser attack.
Changed its AoE attack targeting logic to improve the frequency of when it is used.
Before: Once the attack started and it was near something like a Defense target, it would trigger and linger indefinitely.
Now: The attack will only trigger when players are nearby and will be canceled when players are no longer within its radius.
Fixed a possible issue where Hollow Vein could theoretically make allies, Defense targets, and players hit by its laser attack permanently vulnerable to friendly fire.
Changed the amount that Citrine’s Remnants (Tyana Pass) and Vosphene Glyphs (Munio) heal their respective Mirror Defense target.
Before: Collecting the required amount of the aforementioned pickups would restore 5,000 Health.
Now: Collecting enough pickups will restore 3,500 Health plus 15% of the Defense target’s Max Health, ensuring the pickups scale better as levels increase while still maintaining a level of difficulty.
The Auricle and Vitreum Defense targets now have a 75% Damage Reduction against Rogue Voidrig and Bonewidow weapons and abilities.
General Deep Archimedea Changes & Fixes:
Unowned items will now be indicated as such in the Deep Archimedea Loadout Individual Parameter UI - they will now be marked with a “!” icon and will have the “NOT OWNED” tag in the tooltip.
The tag will only appear if you do not own the specific item shown or any of its variants.
In an effort to better communicate to players that they have enabled Elite Archimedea, we have made it more obvious in the Deep Archimedea screen by adding the Elite Archimedea logo and an “Elite Archimedea Active” indicator above the “Begin Research” button after unlocking with Search Pulses.
Added a pulse VFX to the “Unlock” and “Begin Research” (specifically when Elite Archimedea is enabled) buttons.
Vampyric Liminus’ Health/Energy drain can now affect spawned allies (Specters, Abilities that spawn NPC units, etc.) and vehicles (Necramechs and Merulina).
Fixed the Host’s “Gear Embargo” Personal Modifier applying to the whole squad even if you did not select to play with the Modifier.
Fixed Vampyric Liminus’ being eligible to be marked by the Alchemical Invulnerability Mission Deviation. They are invulnerable and cannot be affected by the Amphora. This was caused by a bug that allowed Vampyric Liminus’ to take hits after a stun/stagger Status Effect.
Fixed broken icon appearing for the Hek in the Individual Parameters Loadout UI.
Fixed a script error caused by Vampiric Liminus and Host migration.
Fixed Necraloid’s sassy remarks about you closing out the Deep Archimedea screen playing before you’ve even unlocked the week with Search Pulses. Now, he’ll only share his true feelings once you’ve committed and then backed out of said commitment.
Fixed Void Angel scaling in difficulty based on the squad’s total death count, instead of for the downed individual as intended.
Fixed still earning Reward Points from matching Loadout after swapping off of the options during the mission vote countdown timer.
Fixed being able to awaken multiple Void Angels at once after multiple teammates have fallen and need to be revived.
Fixed Clients being unable to see the “Alchemical Invulnerability” elemental icons on enemies in Alchemy missions.
Fixed being unable to complete Deep Archimedea missions due to Stalker spawning in.
This was due to Stalker spawning on the other side of locked doors, preventing players from completing the mission. We’ve disabled Stalker spawning into (including Stalker Beacon) Albrecht’s Laboratories missions to prevent this and similar issues from reoccurring in Deep Archimedea and the base missions.
Fixed several script errors caused by the Loadout options (notably when Host migration occurs).
Fixed a typo in the description for the “Barbed Glyphs” Mirror Defense mission Deviation.
Fixed unlocalized text appearing in the Deep Archimedea screen for Loadout options.
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.