Edit Tab Harness the power of fire. Ember's heat deals high damage. She keeps a cool head when the battle is hot. Receive 5% Ability Strength for every enemy within 50m engulfed in flame.  Fireball  Immolation  Fire Blast  Inferno  Heat  Fire Blast  Fire Blast 10,000 https://www.warframe.com/droptables Harness the power of fire. Ember's heat deals high damage. She keeps a cool head when the battle is hot. This is Ember, destructive and deadly. Ember's presence on the battlefield is devastating. Mind the heat, Tenno. Release Date: October 25th, 2012 Radiant starfire light our worlds ablaze. Igneous as the burning sun, Ember's fiery rage engulfs her foes and scatters their cinders in the solar wind. Empress of elemental flame, scorch the land with her wildfires. Control her fury or fuel the heat to unleash destructive incineration, leaving charred corpses and ashes adrift in her scarlet sea. Ember's flame first sparked in Vanilla and reignited in Update 26.0 (2019-10-31): The Old Blood. Acquisition Ember's main blueprint can be purchased from the Market. Ember's component blueprints are acquired from General Sargas Ruk (Tethys, Saturn). All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations. For more detailed definitions and information, visit here. Alternatively, upon completion of The Duviri Paradox, Ember's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards. Crafting Trivia Ember is the fourth Frame to have a Prime, after  Excalibur,  Frost, and  Mag. As seen from concept art and beta game footage, Ember was originally male. Ember was changed to a female in Update 5.3 (2013-01-10). Ember is based around the Phoenix and Vermilion firebirds as can be seen by the naming of the helmets and deluxe skin, and the way the feet are designed like bird claws. Ember's Neuroptics is a requisite ingredient for  Chroma's Neuroptics. Edit Tab “Market forces dictate that you need to evolve or die.”Ember Prime is Vaulted.The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players. Ember Prime offers the same potential for wanton destruction as Ember but provides unique mod polarities, allowing for greater customization. Receive 5% Ability Strength for every enemy within 50m engulfed in flame.  Fireball  Immolation  Fire Blast  Inferno  Heat  Fire Blast 25,000 https://www.warframe.com/droptables Three figures waited behind a simple table. Their attention on a single chair, bathed in light. An old woman's voice from the shadow: 'Send her in'. Across the room a security officer, stern and plain, opened the door. The outline of a young woman appeared at the door. She hesitated, but only for an instant, then crossed the room and sat. There was a gasp as the light hit her face. Her right eye was bright and blinking, but her left was a greasy slit. Her skin had been burned moon-white. Her mouth was a sagging gash without lips or expression. Her military beret was pulled snug over a scarred and hairless scalp. The old voice: 'Your name is Kaleen.' Kaleen nodded. 'You were the principal investigator of the Zariman?' Kaleen's voice was a jagged whisper, a rigid face. 'Yes.' Kaleen coughed, straightened: 'The Zariman was lost making the fold from Saturn to the Outer gates. Mechanical failure. I notified families and filled a report with the inspectors. Nothing ever returns from the fold, so I closed the case.' 'But you reopened the case, days later.' 'I didn't believe it myself until I stepped aboard the ship. It was completely intact, full environmental, as if it had never left.' 'And the crew was gone.' 'Not exactly.' Kaleen hesitated. 'We thought it was empty but we began to find...' Her face twitched at remembered pain, 'We began to find children hiding in the ship.' 'And that is when you violated procedure?' Kaleen bowed her head, a tear welling in her sightless eye. 'They were children. They were afraid. They needed comfort.' 'So you broke quarantine and this happened to you.' There was silence as Kaleen touched her face, 'So what have you done with them?' The old woman gestured for the officer to take Kaleen away. The meeting was over. When Kaleen reached the door she twisted out of his grip and shot back, 'Why would you do that? Why did you put children on a military ship?' 'We didn't. That would violate procedure.' Ember Prime offers the same potential for wanton destruction as Ember but provides unique mod polarities, allowing for greater customization. Release Date: November 20th, 2013 Ember Prime is the Primed variant of  Ember, possessing higher shields and armor, as well as a and polarity. Ember Prime was released alongside  Sicarus Prime and  Glaive Prime. Acquisition Vaultings On September 29th, 2015, it was announced that Ember Prime would enter the Prime Vault and be retired from the reward tables on October 6th, 2015. Any preexisting components or fully-built frames will remain as is. Ember Prime, along with  Frost Prime,  Sicarus Prime,  Glaive Prime,  Latron Prime, and  Reaper Prime, were unvaulted from December 6, 2016 to January 3, 2017. Ember Prime, with the same line up, were unvaulted from January 29, 2019 to March 26, 2019. Ember Prime, with the same line up, were unvaulted from September 29, 2020 to December 15, 2020. Ember Prime was available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022. Ember Prime, along with  Glaive Prime,  Sicarus Prime,  Rhino Prime,  Boltor Prime, and  Ankyros Prime, were unvaulted from July 20, 2024 to October 24, 2024. Crafting Notes Ember Prime, compared to  Ember: Higher Shields (365/465 vs. 270/370) Higher Armor (160 vs. 135) Altered Polarities ( vs. ) As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb. Ember Prime is the first Primed frame to come with only 2 polarized slots, all others come with 3. Trivia The golden protrusions on Ember Prime's shoulders are considered customizable Armor parts, and will be removed if any other arm plates are used. During Archwing missions, the particle effects of Ember Prime's default helmet may disjoint from the helmet if the player is moving fast enough. As of Update 15.11 (2015-01-21), Ember Prime is now the fifth Prime Warframe to have a stat boost over the original, having 125 shield and armor as opposed to the 100 of the original Ember. Prior to Update 26.0 (2019-10-31), the debris left behind from a World On Fire explosion was golden, as opposed to the regular debris found on Embers default variant. In Primetime #124, [DE]Megan stated that her all-time favorite Warframe is Ember Prime. As of July, 2024, Ember Prime is the longest vaulted Prime Warframe, being vaulted January 25 2022. The codex entry for Ember Prime was the first reference to the Zariman Ten Zero, although not at that time revealing the end of the ship's name that would etymologically connect the ship to the Tenno. Media Ember prime in the loading screen during Update 11Two Ember Primes (Glitches)Ember Centre Of AttractionEmber Prime with her weapons. Warframe Codex - Prime Warframe Dioramas (2013) Vaultings On September 29th, 2015, it was announced that Ember Prime would enter the Prime Vault and be retired from the reward tables on October 6th, 2015. Any preexisting components or fully-built frames will remain as is. Ember Prime (along with  Sicarus Prime,  Glaive Prime,  Frost Prime,  Latron Prime, and  Reaper Prime) were available from December 6th, 2016 to January 3rd, 2017 as part of the Fire and Ice Prime Vault. Ember Prime (along with  Sicarus Prime,  Glaive Prime,  Frost Prime,  Latron Prime,  Reaper Prime,  Loki Prime,  Bo Prime, and Wyrm Prime) were available from Cetus Bounties from February 6th, 2018 to April 10th, 2018. Ember Prime (along with  Sicarus Prime,  Glaive Prime,  Frost Prime,  Latron Prime, and  Reaper Prime) were available from January 29th, 2019 to March 26th, 2019 as part of the Fire and Ice Prime Vault. Ember Prime (along with  Sicarus Prime,  Glaive Prime,  Frost Prime,  Latron Prime, and  Reaper Prime) was made available on September 29th, 2020 as part of the Fire and Ice Prime Vault. See also Prime, the Orokin enhancement to a Warframe or weapon. Edit Tab Reveling in the heat of combat,  Ember gains 5% extra  Ability Strength for every enemy burning with an active  Heat status effect within a 50 meters radius. Buff values appear above  Immolation's heat gauge. Abilities  Calculator input table not loaded. JavaScript not loaded. Please refresh your browser's cache or switch to desktop view if on mobile. Calculator output table not loaded. JavaScript not loaded. Please refresh your browser's cache or switch to desktop view if on mobile. Fireball (3) STR * 400 - Impact Damage STR * 150 - Area Damage (2 - EFF) * 25 Energy Fireball Frenzy (3) STR * 100% Damage bonus DUR * 40s Duration RNG * 15m Range Accelerant (4) STR * 2.5x Fire damage multiplier DUR * 30s Duration RNG * 20m Range (2 - EFF) * 50 Energy Flash Accelerant (1) STR * 0.5x Fire damage multiplier Fire Blast (4) STR * 200 Wave damage STR * 225/s Ring damage DUR * 20s Duration (2 - EFF) * 75 Energy World On Fire (0) 125 Fireball Charge and release a fiery projectile that ignites enemies on contact. Introduced in Vanilla (2012-10-25)  Strength:150 / 275 / 300 / 400 ( Heat damage on impact)50 / 100 / 125 / 150 ( Heat area damage)  Duration:1.5 s (combo window)  Range:3 m (radius) Misc: 100% ( Heat status chance)8.0x (combo damage multiplier cap)+1%/s (heat generation rate bonus for Immolation)500% (Damage increase) Info Ember expends 25 Energy to launch a fiery projectile that inflicts 150 / 275 / 300 / 400  Heat damage with a 100% status chance. On impact, the projectile explodes within a 3 meter radius to inflict 50 / 100 / 125 / 150  Heat damage with a 100% status chance. Final damage is multiplied by 500%. Area damage affects the initial target, does not decrease with distance, and can also perform headshots. Fireball can be recast within a 1.5 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage by 2x to a cap of 8x. Damage increase from charging is additive to the increase from combo. Projectile has flight time and will continue to travel until it hits a solid object or enemy. Ability Synergy: Each cast of Fireball increases  Immolation's heat generation by 1% per second. Immolation increases Fireball's damage up to 300 / 550 / 600 / 800 impact and 100 / 200 / 250 / 300 at maximum heat. Will not disrupt Shade's cloak. Casting Fireball is a One-Handed Action that allows the player to perform attacks, movement and parkour Maneuvers. Has a delay of 0.5 seconds between uses.Augment Main article: Fireball Frenzy Fireball Frenzy is a Warframe Augment Mod for  Ember that allows  Fireball to, instead of charging, be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional  Heat damage to all attacks. Fireball FrenzyTips & Tricks Can be used as a cheap form of crowd control. Modding for high efficiency through the use of  Fleeting Expertise can allow for this ability to be spammed, quickly building up the combo multiplier and damage over time. Info Ember expends 50 Energy to surround herself in a swirling torrent of protective flame that burns stronger with each moment. While immolated, a thermometer appears above the ability icons, gradually rising in temperature. Ember gains 10% / 20% / 30% / 40% Damage Reduction on cast displayed as a percent (%) next to the thermometer, which scales up to 50% / 65% / 75% / 85% damage reduction at maximum heat. Press the ability key (default 2 ) again to deactivate this ability, expending all stored heat instantly. Damage reduction is capped 50% - 90%, achievable with 125%  Ability Strength. Damage reduction (DR) is related to the current percent heat (H) by the following formula: DR = H × Min(0.90,0.85 × (1 + Ability Strength)) + (1 - H) × Min(0.50,0.40 × (1 + Ability Strength)) E.g., with a max rank  Intensify and 75% heat Ember's damage reduction would be: 0.75 × Min(0.90,0.85 × (1 + 0.3)) + (1 - 0.75) × Min(0.50,0.40 × (1 + 0.3)) =0.75 × Min(0.90,1.105) + (0.25) × Min(0.50,0.52) =0.75 × 0.9 + (0.25) × 0.5 =0.8 (80% damage reduction) Once Immolation reaches maximum heat, Ember drains energy at an increasing rate of 0.4 energy per second2 to sustain Immolation. The energy drain growth is uncapped. Example: After 10 seconds at max heat, Immolation will drain 4 energy per second: After 30 seconds at max heat, Immolation will drain 12 energy per second. While at maximum heat Ember cannot replenish energy using  Energy Vampire,  Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,  Energy Siphon,  Energy Nexus,  Dreamer's Bond and/or  Wellspring. Energy Orbs, Orokin Void Death Orb's energy restores,  Rage,  Hunter Adrenaline,  Spellbound Harvest,  Arcane Energize, and  Emergence Dissipate's Energy Motes can still replenish Ember's energy at max heat. Immolation is treated as a channeled ability by Incarnon Genesis perks only while at maximum heat. Ability Synergy: Immolation's heat generation is affected by her abilities: The following values refer to how full the heat bar is, i.e. 0% means the bar is empty and 100% means it is full; these values are not referring to the damage reduction displayed to the left of the bar. The bar passively fills at a rate of 0.5% per second. Each cast of  Fireball increases the rate of heat generation by 1% per second. Each cast of  Fire Blast decreases the rate of heat generation by 2% per second, while also removing 50% heat. Each cast of  Inferno increases the rate of heat generation by 3% per second. E.g. after casting Fireball three times, Fire Blast once, and Inferno once, Ember would be gaining 0.5% + (1% × 3) - 2% + 3% = 4.5% heat per second, and the heat bar would take 22.2 seconds to completely fill. Immolation increases Fireball's damage up to 300 / 550 / 600 / 800 impact and 100 / 200 / 250 / 300 at maximum heat. Fire Blast: Enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum. Energy cost decreases with Immolation's heat down to 25 energy cost at maximum heat. Inferno gains bonus damage in percent (%) equal to the current Immolation heat level.Augment Main article: Immolated Radiance Immolated Radiance is a Warframe Augment Mod for  Ember that allows  Immolation to affect friendly players within affinity range, reducing incoming damage. Immolated RadianceTips & Tricks When at max heat quickly cast Fire Blast in order to negate the energy drain for being at full heat. In order to quickly build up Ember's heat (and the damage reduction that comes along with it) cast Inferno while there are no enemies in rage, increasing heat generation for zero energy cost. Only 105.8% Strength is needed to reach 90% damage reduction. This is nearly met by having a single enemy affected by a  Heat proc within Conflagration's range, providing +5% Strength. 375 Fire Blast Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor. Introduced in Vanilla (2012-10-25)  Strength:66 / 100 / 141 / 200 ( Heat damage)50-100% (armor reduction)  Duration:N/A  Range:25 m (wave radius) Misc: 100% ( Heat status chance)-2%/s (heat generation rate reduction for Immolation)-50% (total heat removal for Immolation) Subsumable to Helminth Info Ember expends 75 Energy to slam the ground, creating a wave of fire that expands outwards to a radius of 25 meters. Enemies that are on-screen or are in Line of Sight from Ember and within range are dealt 66 / 100 / 141 / 200  Heat damage with a 100% status chance, have their Armor permanently reduced by 50% - 100%, and suffer  Knockdown and are violently pushed back. Armor reduction per cast is capped at 50% - 100%, achievable with 100%  Ability Strength. As such only values below 100% will have effect. Hit detection consists of the following: An enemy that is visible on-screen will be hit. An enemy that has direct line of sight from Ember will be hit, even if off-screen. Ability Synergy: Each cast of Fire Blast decreases  Immolation's rate of heat generation by 2% per second, while also removing 50% heat. Fire Blast's enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum. Fire Blast's energy cost decreases with Immolation's heat down to 25 energy cost at maximum heat. Has a cast delay of about 0.7 seconds. Subsuming Ember to the Helminth will offer Fire Blast and its augments to be used by other Warframes. Augment Main article: Healing Flame Healing Flame is a Warframe Augment Mod for  Ember that heals the player for each enemy hit by  Fire Blast. Any healing received at maximum health will accumulate Overguard. Healing Flame Main article: Purifying Flames Purifying Flames is a PvE and Conclave Warframe Augment Mod for  Ember's  Fire Blast that causes Ember and her allies who enter the fire to have debuffs removed and grant them temporary status immunity. Purifying FlamesTips & Tricks 40+10/enemy(max 10x) Inferno Command a flaming comet to crash down in front of ember, engulfing enemies with a fire that can spread through their ranks. Introduced in Update 26.0 (2019-10-31)  Strength:1000 / 1500 / 2000 / 2500 ( Impact and  Heat meteorite damage)200 - 400 / 350 - 500 / 300 - 600 / 350 - 700 ( Heat ring damage per second)  Duration:7 / 10 / 12 / 15 s (ring duration)  Range:10 / 15 / 20 / 25 m (targeting radius)5 m (ring radius) Misc: 10 (energy cost target cap)100% ( Heat status chance on impact)+3%/s (heat generation rate bonus for Immolation)+≤100% (damage bonus from Immolation)67.5° (targeting angle) Info Ember summons fiery meteorites to descend from above, crashing into all on-screen enemies at a 67.5° within 10 / 15 / 20 / 25 meters. On impact, enemies receive 1000 / 1500 / 2000 / 2500  Impact and  Heat damage distributed evenly, with a 100%  Heat status chance. The enemies are then surrounded by a ring of fire for 7 / 10 / 12 / 15 seconds, which grows to a radius of 5m, dealing 200 - 400 / 350 - 500 / 300 - 600 / 350 - 700  Heat damage and status per second. The rings will spread to unaffected enemies caught in their radius, causing the newly affected enemies to suffer the  Heat damage and status over time. Rings on newly affected enemies have their own fresh duration, independent of any other rings. Enemies can only be affected by a single ring per cast of Inferno, however will still take damage from the rings of other affected enemies. Ring radius growth rate is affected inversely by  Ability Duration. Does not require Line of Sight from Ember; enemies only need to be within view of the camera to be affected. An enemy that has line of sight but is off-screen will not be hit. Inferno costs 0 energy to cast. If enemies are within range, it consumes 10 energy per enemy. Energy is consumed for at most 10 targets, for a total of 100 energy. While only consuming energy for up to 10 targets, Inferno will still target and drop a meteor on any number of targets. For example, if 20 enemies are hit by Inferno, at base  Ability Efficiency only 100 energy is consumed. Damage from multiple casts does stack. Ability Synergy: Inferno raises  Immolation's heat generation by 3% per second per cast. Inferno gains bonus damage in percent (%) equal to the current heat level, dealing double damage at max heat. Can be cast without any targets on screen.Augment Main article: Exothermic Exothermic is a Warframe Augment Mod for  Ember that gives enemies affected by  Inferno a chance to drop Energy Orbs when killed. ExothermicTips & Tricks If there are no enemies nearby casting Inferno will cost no energy, but will still increase the rate of heat generation, allowing you to reach max heat quickly. If you wish to build up heat quickly equipping Fleeting Expertise can be a good idea, as it will allow you to cast Inferno more often. Conversely, if you wish to build heat more slowly equipping Blind Rage would be ideal, as it allows for fewer, but more powerful, casts of Inferno. Strength Mods Duration Mods Range Mods Edit Tab Hotfix 36.0.4 (2024-06-26) Updated Ember’s Fireball ability preview video to showcase its new version from the Jade Shadow’s update. Update 36.0 (2024-06-18) Warframe Changes Ember Changes We’ve made changes to the Heat-incarnate Warframe Ember to stoke the flames of her power and give her some more firepower. Fireball (1st Ability): Removed the hold to charge to get the maximum damage. The damage increase (500%) from the previous hold charge is now applied to the now default tap cast. Its AOE now has a 100% guaranteed Heat Status Effect. Previously, it only had a 50% chance to apply this effect. Increased radius from 2m to 3m. Previously, its max range with fully charged cast was 2.4m. So we’ve bumped it up to 3m for all casts. Added an “Immolation Meter” stat to inform of the amount of Heat Fireball generates for Immolation. Immolation (2nd Ability): Reduced the Energy Per Second cost when at max Heat from 10 to 4. We want to make it easier for players to maintain its Heat gauge at max. Added an “Immolation Meter” stat to inform of the amount of Heat that is passively generated by Immolation. Fire Blast (3rd Ability): Energy cost now scales based on the Immolation’s Heat gauge 75 Energy (at lowest) all the way down to 25 (at max). Fireblast’s Heat Damage and Armor reduction now affects bosses that are by default vulnerable to Armor stripping abilities (ex: Captain Vor), as well as Acolytes and Demolishers. Its knockdown effect will not affect those listed above that are CC immune. Improved hit detection so that enemies at varying heights in relation to you (above or below) are hit by Fire Blast. Added an “Immolation Meter” stat to inform of the decrease in Heat generation overtime. Added an “Immolation Meter on Cast” stat to inform of the % of Heat Fire Blast removed from Immolation when cast. Augment Mod Changes: Healing Flame: Now converts all over healing (gaining Health points while as max Health) into Overguard. Description now reads: “Each enemy hit heals by 25 to 50 depending on current Immolation level. With Ember, over healing grants you Overguard.” This only applies to Ember herself and not to Fire Blast on other Warframes via Helminth. Purifying Flame: Ember will now also benefit from the Status Effect cleansing and Status Immunity when hit by the ring of fire. Inferno (4th Ability): The Heat damage per second from ring of fire can now trigger Heat Status Effects. For a boost in its CC effect and to give it a more lasting effect on impacted enemies. Added an “Angle” stat to better inform of the on-screen LOS checks. Added an “Immolation Meter” stat to inform of the amount of Inferno generated for Immolation. Other Ember Changes/Fixes: Moved Ember’s Passive icon from the Buffs Bar to be above the Immolation Gauge. Hotfix 35.5.7 (2024-04-17) Line of Sight (LoS) Changes & Fixes As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here). For today, we have made LoS improvements to the following Warframe abilities: Ember’s Inferno (Rendered Check) In addition to rendered checking, it is also no longer FOV dependent, which was causing issues where enemies outside of FOV (low FOV settings) were not considered in the checks. Update 35.0 (2023-12-13) Fixed Ember’s Inferno not earning Shields from Energy spent when used with Augur Set Mods or Brief Respite. Update 34.0 (2023-10-18) Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding. Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player. Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health. In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300. With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change. To remedy this, we approached this problem in two ways: 1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods. Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes: Vitality: Reduced from +440% to +100% Health Redirection: Reduced from +440% to +100% Shield Capacity Steel Fiber: Reduced from +110% to +100% Armor Flow: Reduced from +150% to +100% Energy Max Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes. Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do. So, our next step: 2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible. With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally. While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal. In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats. For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes. Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases. Here are a few outliers before we get into the nitty-gritty of it: Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change. Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update). Garuda and Garuda Prime’s received buffs to their Modded Energy pool. ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped. Warframe Stat Changes: EMBER Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 135 (from 125) Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225) EMBER PRIME Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375) Armor: Base Rank - 160 (from 150) Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225) While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens! Top Fixes: Fixed being able to gain Affinity from Ember's Inferno when no enemies are within range. Affinity on Ability cast is tied to Energy cost, and since Inferno has a free-cast trait this slipped by! Hotfix 32.0.12 (2022-10-12) Fixed the Theorem Demulcent Arcane applying its weapon damage increase buff to Ember’s Fireball. Theorem Demulcent is designed to only increase weapon damage and should not be able to affect any Warframe ability. Hotfix 32.0.7 (2022-09-28) Fixed Ember’s Fire blast shockwave not proc’ing Archon Vitality’s double Heat damage bonus. Update 31.5 (2022-04-27) Enemies that are not affected by CC can now be armor stripped by Ember’s Fire Blast. Update 30.7 (2021-09-08) Fixed Ember’s Immolation HUD meter not functioning after dying/Reviving until you Operator Transference. Hotfix 29.2.1 (2020-10-01) Fixed a script error when casting Ember’s Immolation ability. Hotfix 28.0.5 (2020-06-17) Fixed enemies that catch on fire from Ember’s Inferno receiving a new flaming comet called down and starting a new instance of the ability which can cause a chain reaction of rapid fire comets in enemy groups. Update 27.2 (2020-03-05) Armor Change: Ember: 100 to 125 Ember Prime: 125 to 150 Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes. Update 26.0 (2019-10-31) EMBER REVISITED New Passive: Receive 5% Ability Strength for every enemy within a 50m engulfed in flame (up to a cap). FIREBALL Works fundamentally the same as it does now - tap for quick fire, hold to charge for greater impact. Enemies already inflicted by any Heat Status effect will now take additional damage. Fireball has a casting combo, if you use it multiple times rapidly it gets stronger. The damage output and charge speed also scale off of one of Ember’s newest abilities... IMMOLATION (replacing Accelerant) Time for a history lesson! Prior to Update 11.5, Ember’s second ability used to be “Overheat”, offering an aura of heat damage which also protected her from enemy fire. Almost SIX years later, it’s time for this ring of fire to come full circle. When cast, Ember Immolates herself with protective fire armor. Her current level of self-Immolation is indicated by a unique UI indicator; the higher the heat, the more damage resistance, and the more effective Ember’s other abilities become. The Immolation meter will build slowly at first - using Ember’s Fireball or Inferno causes the meter to build faster. But be warned! If the meter reaches maximum, Ember will “overheat” and Immolation will cost progressively more energy per second the longer you stay in an overheated state. To prevent this from happening, use Fire Blast to expel a portion of your heat meter, or toggle Immolation off to reset meter build. FIRE BLAST Casting time has been greatly reduced, and the ability now strips armor from nearby enemies. The amount of armor removed scales in effectiveness based on current Immolation levels. On cast, this immediately reduces your Immolation level by up to half. INFERNO (replacing World On Fire) Upon casting Inferno, all enemies currently within sight are struck by a fiery comet, lighting each target ablaze in a personal ring of fire. Inferno costs Energy per each target in sight, with the cost capped at 10 targets, at which other enemies are then free. If an enemy ignited by Inferno comes in contact with another unit, the fire will spread, igniting them as well with a fresh ability duration. Damage of the heat AoE scales with current Immolation level. With these changes, players will take a more active role in “bringing the heat” to all that stand in their way, with added protection that encapsulates Ember’s volatile nature. Ember Augment Changes Fireball: Fireball Frenzy: This augment is unchanged. Immolation: Flash Accelerant is now Immolated Radiance: Allies within Affinity range will receive 50% of Immolation’s Damage Reduction. Fire Blast: Fire Fright is now Healing Flame: Each enemy hit heals Ember by 25 to 50 based on the level of the Immolation meter. Inferno: Firequake is now Exothermic: Enemies killed while under the effect of Inferno have a 15% chance to drop an Energy Orb. Other Vauban and Ember have been removed from Conclave in the meantime for balancing. Update 25.7 (2019-08-29) Fixed Flash Accelerant having incorrect stat text (Extra Damage not Armor Reduction). Update 25.6 (2019-08-08) Fireball Frenzy - Fireball Augment - Ember Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster Hotfix 22.17.1 (2018-04-05) Fixed Ember's Fireblast unintentionally melting Lephantis/Hemocyte heads like a popsicle in July when cast directly on top of them. Hotfix 22.13.2 (2018-02-16) Fixed Ember's Fire Blast not providing additional Heat damage to Clients who shoot through the flame ring. Update 22.12 (2018-02-09) Fireball Can now be held and charged for additional damage. Upon impact, Fireball will leave behind a Napalm-like flame that damages enemies. Fire Blast Will now add heat damage to weapons that fire through it (for allies). World On Fire 5 seconds after casting, a percentage will begin counting up on the ability icon. As this percentage scales from 0% to 100% over 10 seconds, the ability's energy cost and damage dealt both grow to double, while the ability radius shrinks to half. Update 19.7 (2017-01-18) Fixed Ember's Flash Accelerant Augment not adding Fire Damage to the caster. Update: The Silver Grove 1.0 (2016-08-31) Augment: Accelerant - Flash Accelerant Update: Specters of the Rail 0.0 (2016-07-08) Conclave: World on Fire can now only be activated at 100 energy. Conclave: Increased speed of Fireball projectile. Fireball will now be deflected when it encounters a Nullifier bubble. Update 18.13 (2016-05-27) Passive: Receiving a Heat Status effect will regenerate 10 energy per second for the duration of the status effect and increase Power Strength by 35%. Fixed missing hit sounds on Fireball. Fixed Accelerant not applying a casting speed buff. Update 18.8 (2016-04-06) Fixed missing impact sounds on World on Fire ability. Hotfix 18.5.1 (2016-03-04) Reduced the lensflare visual FX on World on Fire. Update 18.5 (2016-03-04) Accelerant will no longer be able to stun boss-type enemies. World on Fire will no longer be able to knockdown boss-type enemies. Update 18.1 (2015-12-16) Ember can no longer gain energy while World on Fire is active. Fixed World on Fire explosive impacts not properly displaying. Update 17.11 (2015-11-12) Adjusted the stats breakdown of Fire Blast ability to show the DPS and Explosion damage separately. Hotfix 17.10.1 (2015-11-05) Fixed Fireblast being cancelled when you enter a Nullifier Bubble. Update 17.9 (2015-10-28) Prime: Fixed Ember Prime's head flame being improperly colored in Codex dioramas. Update 17.8 (2015-10-21) Conclave: Increased the channeling costs of World on Fire in PvP. Fixed Ember's shoulder Sigil sitting at an improper angle. Update 17.7 (2015-10-14) Made some adjustments to World on Fire audio FX. Hotfix 17.6.2 (2015-10-08) Made some improvements to Ember's Ability audio FX. Hotfix 17.6.1 (2015-10-07) Fixed an error providing players with 0 energy drain when using World on Fire if they fell off the level into a pit, etc. Hotfix 17.5.5 (2015-10-05) Fixed World on Fire not playing a sound FX on cast. Update 17.5 (2015-10-01) World on Fire now drains 3 Energy and has had its maximum duration removed. Fixed Fire Blast damage FX not properly dissipating. Update 17.2.4 (2015-08-26) Conclave: Increased damage and decreased speed Fireball in PvP Update 17.0 (2015-07-31) Conclave: Fireball damage and speed has been reduced in PvP. Ember Prime base shield increased from 100 to 125. Hotfix 16.11.5 (2015-07-15) Fixed Fire Blast killing other players after she's left the match as a Client. Hotfix 16.11.4 (2015-07-10) Ember Prime Helmet Blueprint have been added to T3 Defense Rotation C. Update 16.11 (2015-07-07) Fixed Accelerant HUD timer not showing the effect of duration Mods. Fixed Noble stance causing thrown weapons to appear to be floating in her hands. Hotfix 16.10.2 (2015-07-02) Casting animations for World on Fire have been shortened to match Fire Blast's. The base duration of Accelerant is now 30 seconds regardless of rank. Accelerant now provides a buff to casting speed for the duration of the Ability (Equivalent to a max-rank Natural Talent). Accelerant will now display a duration timer in the player's HUD. Hotfix 16.6.1 (2015-05-28) Conclave: Reduced the range and damage of World on Fire in PvP. Update 16.6 (2015-05-27) Conclave: Fireball damage has been reduced in PvP. Hotfix 16.5.3 (2015-05-13) Augment: Fixed Fireball Frenzy Augment causing Fireballs to bounce off of Mesa's Shatter Shield. Update 16.5 (2015-05-12) Conclave: Ember is now available for use in Conclave. Conclave: Fire Blast - Purifying Flames Update 16.3 (2015-04-09) Augment: World on Fire - Firequake Adjusted Accelerant effects to show its range more accurately. Update 16.1 (2015-03-25) Fixed Fireball auto-targeting the enemy's torso when aiming manually at a target. Update 15.13 (2015-02-05) Augment: Fireball Frenzy has its duration increased from 24 seconds to 40 seconds, and its damage reduced from 125% to 100% Removed the initial radial damage of Fire Blast, damage and the Heat proc now occur on the shockwave as it expands. Fixed Fire Blast shockwave damage numbers not properly appearing. Fixed Fire Blast applying a push velocity while player was blocking. Hotfix 15.11.1 (2015-01-22) Ember is now able to gain energy from Team Energy Restore items while World on Fire is toggled on. Please note Energy Orbs should be working as well. Our tests confirm Energy Orb pickups give the expected energy to Ember while World-on-Fire is active, if you encounter an issue where this isn't the case please outline the repro specifics in the appropriate bug sub-forum. World on Fire will immediately hit up to five targets on initial cast. World on Fire will now drain energy after casting has been completed, and not during cast. Energy drain will deactivate the moment the Ability has been toggled off, regardless of animation state. World on Fire will now prioritize targets on activation. Higher priority will be given to targets that pose the most immediate threat to Ember, such as not under any Crowd Control or within close range. World on Fire will now have an increased chance to proc fire damage on enemies (chance increased by strength mods). Updated visual effects on Ember's casting animations. Ember should now be a little brighter when summoning fire. Please note we are still reviewing the changes overall! Update 15.11 (2015-01-21) Base Stamina increased to 150. Base armor increased to 100 (125 for Ember Prime) Update 15.10 (2015-01-15) Augment: Fixed the Fireball Frenzy Augment Mod remaining on a player when cast twice on a player before the first cast expired. Fixed an issue where enemies already affected by Accelerant Heat debuff would not become stunned when the ability is recast. Enemies will now be stunned and Heat debuff duration will be refreshed. Update 15.6 (2014-12-11) Augment: Fire Blast - Fire Fright Update 15.5 (2014-11-27) Fixed Fire Blast only damaging targets once, rather than causing damage over time. Hotfix 15.0.5 (2014-10-27) Fixed ability screen not showing stats for Fireball. Update 15.0 (2014-10-24) Augment: Fireball -  Fireball Frenzy Fixed Ember's Accelerant not applying extra fire damage for clients when they kill an affected enemy with fire. This fix also improves poor connections not showing accurate results on Accelerant affected enemies for clients. Update 14.5 (2014-08-28) Prime: Fixed Ember Prime's flaming Mohawk armor colour not updating until you leave the attachments part of the Arsenal. Hotfix 14.0.7 (2014-07-22) Prime: Fixed an issue where Ember Prime's Fire Mohawk having erroneous Melee Channeling effects applied to it. Hotfix 14.0.6 (2014-07-22) Fixed an issue with the Illiac Chest piece clipping into Ember. Hotfix 13.9.0.2 (2014-06-26) Prime: Fixed emblem offsets on Ember Prime. Hotfix 13.6.0.1 (2014-06-04) Prime: Fixed issues with Ember Prime appearing headless. Fixed issues with armor being misplaced on Ember/Ember Prime. Update 13.6 (2014-06-04) Tweaked a number of armor offsets. Update 13.5 (2014-05-28) Adjusted the positioning of Chest Armor. Update 13.4 (2014-05-21) Fixed Fireblast having a cool down discrepancy between host and client. Update 13.3 (2014-05-14) Added in a number of HUD timers for Fire Blast Update 13.1 (2014-04-23) Fixed an issue with Clients not properly seeing Accelerant visual effects. Hotfix 13.0.6 (2014-04-17) Improved the performance of Ember's visual effects on lower end computers. Fixed Fireblast visuals ending prematurely if using multiple duration extending mods. Update 13.0 (2014-04-09) Visual FX tweaks to Fireball. Fixed Accelerant VFX not properly replicating for Clients. Hotfix 12.3.2 (2014-02-27) Skin: Fixed Immortal Skin unintentionally overriding Ember Prime's gold colours. Update 12.3 (2014-02-27) Skin: Ember Immortal Skin. Update 12.1 (2014-02-13) Prime: Fixed subtle tint colour mismatch with Ember Prime. Update 12.0 (2014-02-05) Reduced audio radius for World on Fire. Update 11.6 (2014-01-08) Fixed kills made with Fire Blast not always counting towards your stats. Hotfix 11.5.2 (2013-12-20) Fixed Fireball level 4 not doing AoE damage on hit. Fixed Accelerant not increasing fire damage against shields. Update 11.5 (2013-12-19) Fireball: Deals Direct damage with a 100% Fire proc, on impact deals radial damage with 50% Fire Proc, has a faster travel time. Accelerant (was Overheat): Accelerant affects all enemies in a radius to have knockback + it coats them in fire damage amplifier! Fire Blast: Initial radial damage now has 100% fire proc. Prime: Ember Prime Blueprint now found in Orokin Derelict Defense. Hotfix 11.3.2 (2013-12-13) Tweaks to fog mesh from World on Fire. Update 11.3 (2013-12-12) World on Fire effects overhaul. Update 11.2 (2013-12-04) Armor buff from 10 to 15. Hotfix 11.1.1 (2013-11-28) Fixed Ember Prime missing her "prime effect" in the Void. Update 11.0 (2013-11-20) Update 10.3 (2013-10-09) Fixed missing damage number reports for clients during Overheat. Fixed Osprey's not being affected by Fireblast (even when flying right through the effects). Fixed Fireblast light FX being independent of its power duration. Hotfix 10.1.3 (2013-09-25) Fixed Fireblast not affecting flying enemies. Update 10.0 (2013-09-13) Fixed inconsistent damage on host and client for World on Fire. Fixed Fire Blast where FX would remain if caster respawned or left the game. Hotfix 9.8.4 (2013-09-09) Fixed Fire Blast dealing damage to teammates and leaving permanent visual FX. Fixed World on Fire dealing inconsistent damage on host and client. Update 9.8 (2013-09-03) Fireball: Fixed the damage-over-time (DOT) attaching to the target. Increased the damage amount and damage over time. Overheat: It's now an offensive power rather than a defensive power. Reduced damage resistance and increased the damage output. Warframe strength mods now modify the damage amount. Fire Blast: Fixed scaling problem, mesh scaled but the damage wall never did. Range mods no longer affect Fire blast, Duration and strength mods do. Update 9.7 (2013-08-30) Fixed Overheat that was creating extra fire FX on clients. Hotfix 8.3.1 (2013-07-05) Fix for Ember's FX on clients. Update 8.3 (2013-07-04) Fixed World on Fire not showing effects on enemies. Fixed World on Fire from targeting inactive turrets. Hotfix 8.1.3 (2013-06-19) Updated Visual FX on Overheat. Hotfix 8.0.7 (2013-06-06) Fixed Overheat preventing all damage/healing when damaged when upgraded and mixed with upgraded Focus mod. Update 7.11 (2013-05-17) Fixed World on Fire having inconsistent duration times. Update 7.9 (2013-04-26) Fixed Fire Blast causing visibility issues for other players (not the caster). Hotfix 7.7.3 (2013-04-12) Added damage reduction description to Overheat, boosted level increase damage reduction. Removed red overlay from World on Fire power. Increased the DoT for Fireball power. Hotfix 5.4.2 (2013-01-23) Fixed Ember's head not appearing during cinematics as well as not retaining customized colors. Update 5.3 (2013-01-10) Powers rework: Overheat moved to second ability, acts as a shield and radial damage power. Fireball is now properly attached to the target and doing damage over time. World on Fire has been boosted: it now cycles through nearby targets to immolate! Ember model has had a revamp on its mesh and materials. Vanilla (2012-10-25) Edit Tab Male Ember in the very early stages of developmentAnother Old Ember picture, pre-Update 5A more detailed view of the old Ember. 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