AladVPortrait d
“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers. Please complete The Duviri Paradox before proceeding.

Maybe things don't work out the way you thought. Your life, your dreams your 'self.' No matter where you go, there you are. This loop you're in... maybe it's not so bad after all? It's not a trap or a habit, or a sentence. It's just your life, waiting for you to live it.

Duviri is an open-world region within the Void. Ruled by the tyrannical but childish Dominus Thrax, his mood and emotions directly influence the lands. Duviri becomes available upon completing The Duviri Paradox quest.

It was introduced in Update 33.0 (2023-04-26) on all platforms.

Lore & History[]

General[]

Duviri was originally the fictional setting of Euleria Entrati's storybook, "Tales of Duviri", created as a means of emotional regulation in the event of Void exposure, made manifest by the Drifter inadvertently via Conceptual Embodiment as a result of their emotional anxieties following the Zariman Ten Zero's Void Jump accident.

Dominus Thrax, insulted by the Drifter's attempts to leave Duviri, has them executed in a continuous time loop, causing the Drifter to become apathetic and forget having created Duviri in the first place.

According to Acrithis, the resident archivist, Duviri used to be much larger. Many of the islands were "lost", either destroyed by Dominus Thrax, or mysteriously vanished to the Void.

General[]

Duviri is a large open domain primarily consisting of many disconnected floating islands, each with their own hills, caves, buildings, and bodies of water. Unlike other mission nodes, Duviri is not procedurally generated using Tiles, but is instead a massive static map with unique features.

The color of the landscape generally changes with the mood setting. For example, the sky is red with Anger, but green with Envy. The presence of islands also vary with the mood, most notably the Archarbor, the Amphitheater, and KullervoIcon272 Kullervo's Hold.

Duviri can be accessed through the Dominus Thrax bust icon on the upper right corner of the Star Chart. It is also accessible through the Duviri door in the Dormizone.

Players can enter Duviri in the 2-4 player squads or Solo. Each map is considered its own separate mission instance, and will not be shared between squads.

Entering into Duviri will create a new mission instance of Duviri, with procedural generation applying to objects like resource spawn locations.

Progress on Duviri is saved upon acquiring a Decree from any means.

Interactive Map[]

Teshin's Cave[]

Teshin'sCave
Main article: Teshin's Cave

Every play session in Duviri starts out in Teshin's Cave. In this area, players can choose their Warframe and weapons, access their Drifter Intrinsics, customize their Kaithe, and practice their combat against a dummy target.

Main Features[]

Gameplay[]

Loadout[]

Instead of using a selected loadout from the Origin System, Duviri features a roguelike experience which generates a random selection of Warframes, primary, secondary, and melee weapons. Equipment will cycle at the start of every Spiral or upon completing a Duviri mission.

Equipment that the player does not own or not mastered has a high chance of appearing, but the unowned equipment will only appear as its base version (e.g. not owning MagIcon272 Mag will not have Mag PrimeIcon272 Mag Prime appear).

The most powerful version(s) of owned equipment will always appear and obsolete any of the weaker variants (e.g. owning BratonPrime Braton Prime and BratonVandal Braton Vandal will cause them to always appear over Braton Braton or Braton MK1-Braton).

If the player owns less than 10 weapons in a category, any owned and mastered equipment are less likely to appear back-to-back.

Companions, modular weapons (Kitguns and Zaws), and Archguns are not generated.

Initially, only 3 Warframes and one of each weapon type plus an additional randomly selected type will be available. The amount can be increased with Drifter Intrinsics Opportunity:

  • Rank 2: Increases number of weapon options to 6.
  • Rank 4: Increases number of Warframe options to 4. Additionally allows previewing available Warframes and weapons in the navigation window, with owned equipment displaying Forma count.
  • Rank 7: Further increases number of weapon options to 8.
  • Rank 8: Further increases number of Warframe options to 5.
  • Rank 10: Unlocks the Stalker Stalker as a Warframe option.

For players under Mastery Rank 3, only the Warframes ExcaliburIcon272 Excalibur, FrostIcon272 Frost, MagIcon272 Mag, MirageIcon272 Mirage, NezhaIcon272 Nezha, OberonIcon272 Oberon, ProteaIcon272 Protea, RhinoIcon272 Rhino, SarynIcon272 Saryn, StyanaxIcon272 Styanax, WukongIcon272 Wukong, and VoltIcon272 Volt will appear.

Equipment will come with a default configuration of pre-selected Mods, all at max rank. Default Configs are as follows:[1]

Any Arsenal-created configurations from the Origin System will also be available. Modding cannot be performed within Teshin's Cave, so players must prepare in advance before starting a Duviri mission. Exalted Weapons, if any, will use the same configuration as the Warframe (e.g. ExcaliburIcon272 Excalibur on Config B will have ExaltedBladeWeapon Exalted Blade use Config B). Created configurations will default Config A if it uses over 40 mod capacity, otherwise it will default to the one with the most used mod capacity.

Warframe and weapon appearance exclusively uses Config A.

If the player heads into Duviri with any equipment type unselected, those equipment and mod configurations will be randomly selected from the available options. GarudaIcon272 Garuda (GarudaPrimeIcon Prime) is an exception, able to abstain from selecting a melee weapon to use her GarudaTalons Garuda Talons (GarudaPrimeTalons Prime).

Affinity can still be earned from Duviri, allowing any selected equipment not at max rank to be ranked up.

Drifter Combat[]

Main article: Drifter#Duviri

Traversing the surface of Duviri does not feature traditional Warframe gameplay. Instead, players take control of the Drifter, who has a much more limited arsenal and are not as agile but have more Melee variance.

  • They have 250 base health and no shields.
  • Their abilities operate on a cooldown rather than using energy.
  • They can crouch, slide, and roll but cannot double jump or bullet jump.
  • Unlike Warframes, the Drifter takes DmgImpactSmall64 Impact damage from falling at high heights. This is especially noticeable with Duviri's tall cliffs and houses.
    • Kaithes do not experience fall damage, however.
    • Rolling just before landing will negate fall damage entirely.
  • The Drifter is equipped with a Sirocco Sirocco sidearm and one of the available melee weapons: Sun&Moon Sun & Moon, Syam Syam, Azothane Azothane, Edun Edun, Sampotes Sampotes, or Argo&Vel Argo & Vel.
  • They possess unique Melee moves not available to Warframes:
    • Target lock (default R ).
    • Target swapping (default Mouse Wheel  during target lock).
    • Parrying and projectile reflecting (blocking, default RMB , right before being attacked).
    • Power Strike (block + heavy attack, default RMB  + MMB ; has a cooldown indicated by a gauge beneath the reticle). Each weapon has its own Power Strike:
      • Sun & Moon: Sends forth two arcs of explosive energy that deal DmgElectricitySmall64 Electricity damage.
      • Syam: Releases two spinning slashes in quick succession, inflicting Lifted b Lifted.
      • Azothane: Plunges the blade into the ground to release five energy waves forward in a cone, dealing DmgColdSmall64 Cold damage.
      • Edun: Quickly slashes upward to release a cloud of dust to RadialBlind130xDark Blind the foe.
      • Sampotes: Slams the ground to release a shockwave that travels forward in a line, inflicting DmgFireSmall64 Heat damage.
      • Argo & Vel: Performs a charged swing that inflicts DmgSlashSmall64 Slash. Perfect parrying resets Power Strike cooldown.
    • Quick-shot (default LMB ) will quickly fire the Sirocco and immediately re-equip the melee weapon.
    • Certain enemy attacks are unblockable, and others are interruptible using the Sirocco.
  • Switching from melee to range weapon requires a key press (default F ) and allows to aim (default RMB ), while using the melee weapon (default E ) will switch to melee mode.

The Drifter possesses the following abilities:

Info

  • Drifter whistles loudly to materialize their loyal Kaithe from below, mounting onto the gallant steed in one swift motion; if summoned while airborne, the Kaithe immediately unfurls its wings to glide across the air. While mounted onto the Kaithe, Drifter uses horse-based movement controls, wields the Sirocco Sirocco, and accesses four special abilities: Dismount Kaithe, Guiding Hand, Hoof Stomp, and Steadfast Dismount.
  • Press the ability button again (default 1 ), the melee attack key (default E ), or receive damage from enemies to dismount from the Kaithe, while stationary for normal dismount, or during walking or sprinting movement for quick dismount. Dismounting the Kaithe triggers a 1.25 second cooldown between uses.
  • Intrinsics Synergy:
    • Riding:
      • Rank 1 Summon Kaithe unlocks this ability for the Drifter in Duviri.
      • Rank 2 Cavalier Strength reduces the likelihood of being forcibly dismounted from enemy damage.
      • Rank 3 Hoof Stomp unlocks the Kaithe ability Hoof Stomp.
      • Rank 5 Smooth Path applies a Mod TT 20px Loot Detector effect while mounted.
      • Rank 6 Steadfast Dismount unlocks the Kaithe ability Steadfast Dismount.
      • Rank 7 Endurance Racer reduces the cooldown of the Kaithe's dashes.
    • Combat:
      • Rank 5 Swifter Abilities reduces the ability cooldown to 1 second.
      • Rank 10 Overpowering Abilities increases Drifter's damage by 150% for 3 seconds after mounting or dismounting from the Kaithe.
  • Summon Kaithe is an ability exclusive to the Drifter in Duviri.
  • Cannot be cast while Drifter resides in Teshin's Cave before entering Duviri.
  • Casting Summon or Dismount Kaithe is a full-body animation that restricts all other actions when cast while stationary; if cast while moving, continuous movement is allowed.
  • Drifter visually moves their left hand fingers to their mouth to whistle, as the Kaithe leaps from the ground below to lift the Drifter onto its saddle. For normal dismount, the Drifter dismounts to the right side of the Kaithe. For quick dismount, the Drifter hops forward above the Kaithe's head and lands in front of it. The Kaithe evaporates into Void energy when first summoned and on dismount.
Expand/Collapse

Guiding Hand

Info

  • Drifter restores 100 Health points after a short delay and removes all active Status Effects, then triggers a 15 second cooldown after cast.
  • Intrinsics Synergy:
    • Combat Rank 2 Adrenaline Surge boosts Drifter's movement speed by ? meters per second for 5 seconds.
    • Combat Rank 5 Swifter Abilities reduces the cooldown to 12 seconds.
    • Combat Rank 10 Overpowering Abilities increases Drifter's damage by 150% for 3 seconds after casting Restorative.
  • Decree Synergy:
  • Restorative is an ability exclusive to the Drifter in Duviri.
  • Casting Restorative is an upper-body animation that allows walking and sprinting movement while restricting other actions.
  • Drifter visually injects a syringe to the right side of their neck, with a green mist briefly expanding from their body.
Expand/Collapse

Info

  • Drifter throws a smoke grenade in an arcing trajectory, releasing a smoky fog in a 10 meter radius for 7 seconds. Drifter and their allies inside the smoke screen become invisible and untargetable by enemies. Casting Smoke Screen triggers a 60 second cooldown between uses.
  • Intrinsics Synergy:
    • Combat Rank 5 Swifter Abilities reduces the cooldown to 48 seconds.
    • Combat Rank 10 Overpowering Abilities increases Drifter's damage by 150% for 3 seconds after casting Smoke Screen.
  • Decree Synergy:
  • Smoke Screen is an ability exclusive to the Drifter in Duviri.
  • Casting Smoke Screen is a one-handed animation that allows walking, sprinting, and jumping movement, as well as priming follow-up weapon attacks.
  • Drifter visually throws a smoke grenade in an arc. The grenade shatters on impact and a permeating dust cloud envelops the landing spot, rendering eligible allies translucent in appearance.
Expand/Collapse

With Drifter Intrinsics Combat Rank 3, the Drifter can unlock Transference Surge as their 5th ability, where dealing damage fills a gauge that when maxed allows the Drifter to summon their Warframe to Duviri for 10 seconds (15 with Combat Rank 8).

While riding their Kaithe, abilities 3 and 4 are replaced by other abilities unlocked through Intrinsics Riding Rank 3 and 6:

Hoof Stomp

Steadfast Dismount

Drifter Intrinsics[]

DrifterIntrinsics
Main article: Drifter/Intrinsics

Drifter Intrinsics are awarded upon completing objectives in Duviri. These enhance the Duviri experience and some even have use in the Origin System.

DrifterIntrinsicCombat
Improve the Drifter’s fighting skills.

The Combat Intrinsics strengthens the Drifter's fighting prowess in Duviri.

Rank Ability Description Notes
1 Deadly Decrees Each active Decree grants +10% Damage.
  • Each Decree stack applies a damage bonus.
  • Damage bonus is additive to other base damage increases such as Mod TT 20px Serration and Mod TT 20px Hornet Strike.
  • Affects certain Warframe abilities.
2 Adrenaline Surge In Duviri, Restorative boosts movement speed for 5 seconds.
3 Transference Sync Unlock Transference Surge, the ability to briefly summon a Warframe in Duviri by pressing 5  when the Transference bar is full.
  • Dealing damage to enemies fills a gauge above the ability icons. Once full, the Warframe can be summoned into Duviri for 10 seconds.
4 Swifter Strike In Duviri, Drifter Power Strike cooldown is reduced by 30%.
5 Swifter Abilities In Duviri, Drifter ability cooldown is reduced by 20%.
  • Restorative cooldown reduced to 12 seconds.
  • Smoke Screen cooldown reduced to 48 seconds.
  • Does not affect Guiding Hand or Kaithe abilities.
6 Neural Pulse In Duviri, the Guiding Hand ability will expose a weakpoint on enemies for 10s. Hitting a weakpoint will deal 3x damage.
7 Weaponmaster In Duviri, weapon critical hit chance increases by +20% additively.
8 Transference Synergy Increase Transference Surge duration by 50%.
  • Transference Surge duration increased to 15 seconds.
9 Muscle Mass Drifter deals +25% damage. In the Origin System, both Drifter and Operator receive this boost.
10 Overpowering Abilities In Duviri, using an Ability increases damage by 150% for 3 seconds.
DrifterIntrinsicRiding

The Riding Intrinsics allows the use of Kaithe riding and provides beneficiary effects while aboard the steed.

Rank Ability Description Notes
1 Summon Kaithe Tap 1  to summon your Kaithe.
2 Cavalier Strength Increased resistance to being dismounted by an enemy.
3 Hoof Stomp While riding a Kaithe, press 3  to command your Kaithe to stomp, knocking enemies back and reducing their armor.
4 Fast Travel Use the map to fast travel to central Duviri locations and Materliths.
5 Smooth Path Plants and rocks are marked on the map when you ride your Kaithe.
6 Steadfast Dismount While riding a Kaithe, press 4  to dismount and gain 150 Overguard. 150 second cooldown between uses.
7 Endurance Racer Reduce cooldown between dashes.
8 Unique Identity Name your Kaithe.
9 Equestrian Bond Receive Kaithe Summon for Origin System Open World missions.
10 Herd Travel Use the map to fast travel to other Drifters.
DrifterIntrinsicOpportunity
Give the Drifter better luck and more options.

The Opportunity Intrinsics unlocks more available Warframe, weapon, and Decree selections within Duviri.

Rank Ability Description Notes
1 Expanded Decrees Decree selections offer one additional option.
  • Increases number of available Decree selections from 3 to 4.
2 Expanded Arsenal Gain two additional weapon choices in Teshin’s Cave.
  • Increases number of weapon options from 4 to 6.
3 Lucky Opener Gain a free Decree when you enter Duviri.
4 Warframe Abundance Gain one additional Warframe option in Teshin’s Cave.
  • Increases number of Warframe choices from 3 to 4.
  • Also enables Teshin’s Cave offerings to be previewed in the Star Chart before entering Duviri
5 Treasure Finder +50% chance to receive Rare Decrees.
6 Fresh Hand Discard offered Decrees and get a new selection, up to 3 times per Duviri visit.
7 Maximized Arsenal Gain two additional weapon choices in Teshin’s Cave.
  • Further increases number of weapon options to 8.
8 Warframe Diversity Gain one additional Warframe option in Teshin’s Cave.
  • Further increases number of Warframe choices to 5.
9 High Value Vendor Acrithis’s stock now includes one Arcane per day.
10 Stranger in Black An unlikely ally will occasionally appear in Teshin’s Cave as a playable Warframe.
  • Unlocks the Stalker Stalker as a Warframe option.
DrifterIntrinsicEndurance
Boost the Drifter’s powers of survival.

The Endurance Intrinsics bolsters the Drifter's survivability in Duviri.

Rank Ability Description Notes
1 Fortifying Decrees Each active Decree grants +25 Health to Drifter.
  • Each Decree stack applies a health bonus.
  • Also affects Warframes.
2 Restorative Decree Gaining a Decree fully restores Health and Energy.
3 Determination One additional Revive is available in Duviri.
4 Deft Defender Parry grants +25 Health. Precise Parry grants +50 Health.
5 Born Survivor +50% additional Health.
6 Precision Power On precise parry, gain extra charge for Transference Surge.
7 Sharpshooter’s Bounty Landing a headshot restores +10 Health/s for 5s.
8 Tenacity One additional Revive is available in Duviri.
9 Tough As Old Boots Gain +5 Health/s as Drifter. In the Origin System, both Drifter and Operator receive this boost.
10 Cheat Death Fatal damage leaves you at 20% Health and invulnerable for 3 seconds. 200 second cooldown.
  • 200 seconds is equal to 3 minutes and 20 seconds.
  • Also affects Warframes.
  • Cooldown ends upon dying or entering bleedout.

Game Modes[]

The Duviri Experience[]

Duviri as it was intended to be played. Story and side objectives together.

The Duviri Experience is Duviri's current mood spiral story as it was meant to be played, with possible side objectives and quests that in turn allow the player to acquire more Decrees.

The Lone Story[]

Just the Spiral's story. Duviri devoid of all side objectives.

The Lone Story is a streamlined mode that takes the player through the story of the current mood spiral without giving access to any side objectives.

The Circuit[]

CircuitDuviri
Main article: The Circuit
Warframe only. Battle through an endless chain of missions.

The Circuit is an endless gamemode that takes the player through The Undercroft. Featuring Warframe exclusive gameplay, players must endure an onslaught of Origin System missions, which are an alternative method to earning Origin System resources, including Warframe components.

Mood Spirals[]

Main article: Mood Spirals
DuviriMoodSpirals

In Duviri, the mood spiral at the time of beginning the session affects the landscape, certain points of interest, color palette of the sky and land, and more. Each Spiral is lead by a different courtier, who will guide the player through their mission. The moods that can appear during a Duviri run are Joy, Anger, Envy, Sorrow, and Fear. Each mood lasts for 120 minutes (2 hours).

The current mood also affects the damage and status type enemies can inflict:

Stage Types[]

Mood Spirals play out a "story" featuring a series of 6-stage objectives similar to Bounties, four on Duviri and two trips into The Undercroft, culminating into a boss fight with the Orowyrm. Optional objectives found throughout Duviri are labeled as Anecdotes.

Completing each objective awards players with a random Duviri resource, 3 Drifter Intrinsics, and a Common Decree, whilst completing a trip into The Undercroft yields twice as much, meaning 6 Drifter Intrinsics and a Rare Decree. Defeating the Orowyrm awards 10 Pathos Clamps (15 on The Steel Path), 15 Drifter Intrinsics (22 on The Steel Path), 5 Steel Essence if playing on The Steel Path, and a Rare Decree.

Prematurely exiting Duviri will retain all collected rewards and resources up to the last received Decree.

View Spiral Stages List
Type Description
Chest Guardian Some lone chests may be guarded by a group of 6 Dax soldiers. Other times interacting with one will spawn a Hollow Thrax Centurion.
Defeat the Dax A group of 3-6 Dax soldiers can be encountered wandering the planes, killing them will immediately yield rewards.
Defeat Kullervo Exclusive to Anger, Sorrow, and Fear Spirals.

The Drifter must first talk to The Warden found above the arena in the Kullervo's Hold island. Accepting the battle will move the player to the arena, and three Kullervos will emerge one by one to fight, each serving as one health bar. Defeating the third and last Kullervo yields normal rewards, while having also defeated the Spiral's Orowyrm will reward Kullervo'sBane Kullervo's Bane.

If The Warden is absent from his chair, the Kullervo fight will appear later as a main spiral objective. Otherwise leaving and returning will respawn him.

Engaging Kullervo recommends the player have at least 5 Decrees.

Duviri Hacking Puzzle Some chests may be locked and must be hacked open. Duviri Hacking features a series of spiraling rings and their player must align their cursor as the rings pass through. The rings can be slowed down (default A ) or sped up (default D ). Succeeding will automatically open the chest, while failing will spawn a group of Dax whose demise will then open the chest.
Kaithe Racing Similar to K-Drive races on other landscapes, Kaithe Racing has the player navigate their Kaithe through a series of gates. Passing through the gates or shooting floating nodes will extend the race time by 3 seconds. Flying near gates without passing them are counted as a miss, but does not penalize the player.

Outside of Spirals, talk to Brimon to start the Anecdote.

Kill the Mounted Dax Exclusive to Spirals.

Players must confront and slay the Dax Equitem miniboss. This Dax battles atop its Kaithe and features three health bars, requiring the player to parry in order to fully deplete them.

Komi Not featured as a Spiral Stage.

Komi is a board game whose objective is to surround the NPC opponent's stones with the player's own. 10 captures will win the game.

Lost Belongings 3-6 small items have been lost and are now left scattered across a cave. They emit a white glow and awaken Liminus when picked up.
Purge Liminus A chest in a cave is guarded by numerous groups of Liminus who must be killed to open the treasure.
Recover the Paragrimm’s Tomes Not featured as a Spiral stage.

Owl-like creatures called Paragrimms can be found perched above a tome. Interacting with the creature will place the perspective view around the Paragrimm as it soars into the skies on autopilot. The player must aim and focus on 4 tomes scattered on the surface.

Rescue Prisoner A lone citizen is being imprisoned by Dax. Players must fend off Dax and stay near the prisoner to fill a gauge in order to free them. If too many Dax are near the prisoner, they will fill the capture side of the gauge.
Reconnect the Power Lines A turbine has lost its power. Two or three waypointed nodes appear on the charging points and the player has a limited time to shoot them, following the path they make back to the turbine.
Shawzin Playing Not featured as a Spiral Stage.

Shawzins may be found throughout Duviri. They have two performance difficulties: Normal and Virtuoso. Successful plays, regardless of difficulty, yields rewards once per song per Duviri visit. Completing all 12 songs on Virtuoso awards the Courtly Shawzin (this doesn't have to be done in one play session).

Shrine Assembly Interacting with a shrine on the surface will spawn 3-4 waves of Dax. Picking up the parts they drop in each wave will spawn a Hollow Thrax Centurion which must be defeated.
Shrine Maze Shrines within caves will spawn a node, shooting them will project a maze-like path the player must follow. Liminus may assault the player as they navigate the maze.
Table for Two Not featured as a Spiral stage.

Small dining tables will project a mirrored Drifter in the form of the Operator. They must guide their mirrored selves to glowing purple spots to assemble a relic atop the table.

Tamm Herding Tamms, sheep-like creatures, have escaped their pen and the player must corral them back into it with the help of their Kaithe.

Outside of Spirals, talk to Barris near any pen or stable within Duviri to start the Anecdote.

The Undercroft Taking a portal to The Undercroft, the player engages in Warframe activities with a randomly selected Origin System mission: Defense (3 waves), Survival (5 minutes), Excavation (extract 300 Cryotic Cryotic), Void Flood (seal 5 ruptures), Exterminate (kill required enemies + Corrupted Vor), Assassination (Corrupted Jackal), or Alchemy (2 Crucibles).

In The Duviri Experience, 3 portals can appear in Duviri as a side objective, with much higher level enemies (+25 normal, +75 on The Steel Path) and increased Eximus spawns, but are a reliable source of Arcane Enhancements and extra Pathos Clamps. Due to their higher difficulty, entering these side portals requires a minimum of 7 Decrees.

Void Mirror A mirror must be assembled while fending off 3 waves of Dax. Once the mirror is assembled, the player must navigate their mirrored selves to spawn a chest.

Decree[]

DecreeIcon
Main article: Decree

Decrees are temporary bonuses given to the player upon completing objectives, whether through the main progression or side content. A selection of 3 Decrees can be chosen (4 with Drifter Intrinsics). The buffs last until extraction.

Maw Feeding (Fishing)[]

MawFishing
MawFishingPad

A Transference Pad used in Maw Feeding

Duviri fishing does not use the traditional spears. Instead, the player takes control of a Golden Maw, a worm-like construct, for a short time to engage in a feeding frenzy. These occur at Transference Pads near bodies of water.

The Maw possesses the following controls:

  • Increase speed (sprint, default Shift )
  • Chomp (weapon fire or melee, default LMB  / E )
  • Rush Chomp (jump, default Space )

Timer is gauged by a meter and progress is tracked by 15 nodes. Catching a minimum of 10 fish awards fishing resources, while 15 fish yields additional resources. If 15 fish are caught during the first time fishing in the current Duviri run, a live version of the fish that can be placed in the Orbiter's Aquarium will be earned as well.

Once per Duviri visit, successful Maw Fishing awards 3 Drifter Intrinsics, non-fishing Duviri resources, and a Decree.

Conservation[]

ConservationDuviri

Conservation in Duviri does not use the Tranq Rifle. Instead, the wildlife have been tainted by Void corruption, producing a sentry-like gaze and will flee from the player if they spot them. Koral will alert the player if a Void-corrupted animal is nearby.

The wildlife, which appears as either a Krubie, a Kexat, or a Tamm, can be approached with stealth to interact with them. If spotted, the player will need to destroy the three orbs surrounding them in order to subdue them. Once interacted, the player is prompted a quick-time event to remove the corruption (default tap E , can be changed to hold in Settings > Accessibility > "Repeated Button Presses"). Purified wildlife can be petted, who will then lead the player to a treasure chest containing 3 Drifter Intrinsics, Duviri resources, and a Decree.

Non-hostile wildlife can appear throughout Duviri. They can be freely pet and do not react to attacks, nor can they be harmed.

These are are based on opinions and may not be 100% true. These should be viewed as advice for finding the resource until better facts are proven.

Duviri Conservation tasks appear in fixed locations around Duviri, though only a few will be active per instance. One such location is near the centre of Royalstead Pastures; another is west of the road running from Primrose Village to Moirai Crossing; and another is in a ravine west of Titan's Rest.

It has been reported that Duviri Conservation targets (which are also sought after for Nightwave) are more commonly found near Royalstead Pastures and Chamber of Muses.[2]

Duviri Enigmas[]

DuviriEngima

Three gold puzzle boxes seen in a Duviri Enigma

Duviri Enigmas are special puzzles within Duviri. These puzzles become available after completion of The Duviri Paradox quest. They center around a Paragrimm Hutch with a set of three symbols, arranged vertically, and an owl-like creature called a Paragrimm sitting atop the hutch itself. The player must shoot three nearby drums to match the symbols to open the cache in the hutch. The puzzle has many variations:

  • Some drums possess a target or latch of some kind, which causes them to pop open when shot. The drum may automatically close itself after a short time, or remain open.
  • Some discs are unstable and energetic, and will project waves of energy back when shot, causing a guaranteed DmgFireSmall64 Heat proc and associated damage over time if the player does not dodge in time.
  • Pressure pads or other drums may be involved to open drums. If another drum is required, then the drum with the actual symbol disc will only be open for a short time.
    • Drums opened via this method will have a protrusion in the general direction of the previous (and next) element in the chain.
  • Some drums may be empty; a nearby disc must be retrieved and then thrown into the empty drum with Alternate Fire. The disc may be ejected with a target beneath the drum.
    • If there is a grey metallic backing disk and an energy field over the front of the drum, the drum will remember the symbol; otherwise, if the inner back of the drum is golden and there is no additional energy field, the mobile disc must still be inserted when completing the puzzle.
    • The mobile disc will usually be in a drum that can be broken by interaction or a shot to a specific part; these drums can be mounted atop nearby columns, hanging from archways by a tether, and so on. The disc may also be found entangled in overgrown plant material that looks like a tumbleweed.
  • Some hutches require two players to open and solve; these puzzles will only appear in a squad of two or more players.
  • Some of the symbols may be obscured by damage (as if the hutch was struck with great force) or concealed by an oblong plate with a small window in the middle, forcing players to guess or brute-force the combination.

Completion of Enigma puzzles award various Duviri resources, 1-3 EnigmaGyrum Enigma Gyrum (used to purchase Enigma Archives decorations from Acrithis), and a chance of a Cinta Cinta main or part blueprint.

A special Enigma puzzle appears underneath the Archarbor with 8 symbols, awarding 5 Enigma Gyrum on completion. Four of its symbols are always covered by plates, and it uses almost all of the variations or complications described above.

The symbols on the Paragrimm Hutch in Archarbor are always associated with the same drums. The pattern is as follows:

Archarbor Enigma Hint

Lost Islands of Duviri[]

LostIslandsOfDuviriFragment

A Lost Islands of Duviri Fragment

The Lost Islands of Duviri are small archival audio drives that are scattered around the floating islands of Duviri.

Each archive entry requires 9 Fragments to be completed. Fragments in Duviri can be localized by their distinct musical sound.

These Fragments reveal the story of Duviri's Lost Islands, narrated by Acrithis.

View Lost Islands of Duviri Fragments List
Scholar's Landing
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Duviri 9

In all the ages of Thrax's reign, only two strangers have ever known to come to Duviri.

One was the monk, Teshin, who fell from the sky into the lake on the island we now call Hermit's Landing. Seemingly lifeless, he was dragged ashore by Mathila who nursed his return to health. I have never known a constitution to match his; yet unlike us, he has... deteriorated... with the passing of time.

The other stranger came far earlier in Thrax's reign, before even the Bleeding Earth.

This stranger had haunted eyes and a downcast mien, and spoke of the Wall and the worlds beyond. He wore his hair like looped snakes, and his voice carried an accent unlike any in Duviri.

With the King's permission, he constructed a great laboratory of light-smoking mirrors and Void-lanthorns, which he claimed was the match of one he had once owned in a former life. The island where it stood was known as Scholar's Landing.

The time would come, the stranger said, when Duviri would be needed. There was work of repentance to be done, and he could not do it alone. What he meant by this I cannot say; and cannot now ask, for Scholar's Landing vanished overnight.

But I shall watch, and wait, and hope.

We Are Not What We Were
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Duviri 9

I am naturally curious. I can hardly help it. And so I set this down for any that follow in my footsteps, who wonder - as I have - about our home.

Today, Duviri is a mere scattering of islands, set about the Palace as if they had spilled forth from it. But in the dawning time, when the Kingdom was new, it was a Kingdom worthy of the name.

From horizon to horizon lay island after island, each one different, bearing distinctive color and life.

I have flown on Kaithe-back until the Archarbor was lost to sight, and then on again, have been unable to number the lands over which I flew. Every one of them raise its banners to Thrax.

Nothing remains of those islands now. Not a tree, not a leaf, not a grain of sand.

It seems some of the Lost Islands were smashed by Thrax the King, as a child might smash a toy. Others have been obliterated by hazards unknown; the Void is an ocean, it is said, and monsters dwell in its depths. But the fast majority of the islands have simply fallen to the Void's creeping encroachment, as the tides wear away at the land.

I dream of a Lost Island returning one happy day, or an entirely new island appearing, birthed from the Void. But this place has not changed in so long, except for the worse, and there is no reason for hope. One day, I am sure, the Void will engulf us all.

Watcher’s Island
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Duviri 9

In the splendid lands on this side of the Wall lives happy Mathila; and she has two children.

She also had a husband, in her yesterdays. When I have attempted to talk to her about him she has simply frozen, like a rat before a snake.

His name was Garmi, and he was keeper of the Seriglass Lighthouse on Watcher's Island.

The lighthouse served no true purpose, yet he kept its lamp burning, beaming out into the Void as if to call travelers home.

Now... before his death, Garmi confided in me that he felt his role was important; he was keeping 'it' at bay.

Void Storms were not unknown in Duviri, but the storm I shall speak of was unlike others. It hung in a red veil across the sky. There was a great sound like tearing metal, and all at once a pelting rain fell. Not water, but broken metal chains, in lengths and coils and great rattling whipstrands.

The falling chains shattered roofs and windows, slashed through screaming livestock, and maimed the fools who had not come in from the streets.

I found Garmi's log in the toppled ruin of the lighthouse. With admirable presence of mind, he describes a form steadily approaching out of the Void. A monstrous hand, possessed of only three fingers and a thumb.

With the lighthouse gone, Watcher's Island crumbled and was gone too within three spirals.

Garmi has no grave nor memorial, as if he had never lived. But I remember, And so, I record.

Lake Verula
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Duviri 9

For Lake Verula to be lost and forgotten is a lasting bittering to me. There was a time when it was Duviri's festival spot. On the anniversary of Thrax's coronation, the citizenry would build ceremonial floating islands. On these they would drift, sing, play music and light fragrant lanterns in honor of Thrax.

Attracted by the music, the rainbow eels would rise from the lake bed, poke their iridescent heads above the water, and sing.

Luscinia had a school of them that followed her across the lake and floundered on the shore when she disembarked, as if they yearned to remain with her.

We could not know that down on the lake bed, a portal to the Undercroft and formed. Predatory creatures writhed in. They were golden, slender, with massive fanged bivalved maws. And they were ravenous. They devoured the rainbow eels, and then they devoured each other until only a handful were left.

Lake Verula had no more magic after that. Thrax ordered the lake drained, but the golden maws merely burrowed into Duviri's crust, where to this day they can sometimes be found plundering our pools.

The Galleria
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Duviri 9

How I loved the Galleria. It was and island of simple beauty, where white statues rose out of the ground as if they had grown there. They were classical in their features, masked in due propriety, each bearing an instrument or an emblem of their craft. I gave them names: the Scribe, the Scryer, the Shawzinist.

On days when the mist of Thrax's sorrow hung among the marble columns a sober chill seemed to drape the Galleria. One could not wish for a better spot to cool a burning head. This kingdom is often mad, but this was a space for sanity.

That peace was shattered one morning as I drove my carriage there. I witness a vast form break up from the ground and clumsily probe the area around it.

I took the thing for a gigantic worm or slug, until one of my escorting Dax pointed out the colossal fingernail on its 'head'.

We turned on our heel and made for the Palace, where I gave Dominus Thrax the best account of what I had seen. On hearing that a single monstrous finger had burst up through the green sward, Thrax took terrible fright.

Despite my entreaties, he sacrificed the entire island before any more of the entity could emerge.

The Doll Mausoleum
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Duviri 9

The Necropolis Island was once one of the largest in Duviri, and the strangest. It appeared to be a sprawling burial ground, littered with gravestones, wooden crosses, sarcophagi and ornate tombs. But those who broke into these places found that there were no bodies to loot. Not a cadaver, not a skull, not even a tooth.

Instead, each coffin contained a simulacrum of the human form, in various stages of decay. Entire skeletons carved out of wood. Corpses of rotting straw stuffed into old clothes. Mouldering faces sculpted in crumbling clay. Little bones laboriously whittled down from large bones.

I have never been able to make any sense of it.

The Doll Mausoleum did not even attempt to imitate an authentic burial structure. It was built to far too small a scale. The cavities within it were tiny, each one holding a coffin that contained a miniature human figure. These were all genders, often with brightly coloured hair, all wearing odd one-piece hooded suits of black leather.

Thrax was known to visit the Mausoleum, alone. I do not know what he did there.

Now the place is lost to the Void. A mystery that shall remain so, forever. Isn't that maddening?

The Caves of Academe
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Duviri 9

There was a time when the children of Duviri were educated.

Upon the island of Academe, within its chalky caves, in rough-hewn classrooms lit by burning blue gas, sages taught them everything they would need to know. They learned of the Seven Principles, the geometries, the primords, the harmonics and resonances, the sacred stories, and most importantly, the unquestionable benignity of Dominus Thrax.

And then, not long after the Rain of Chains, the first of the Hollow Children appeared.

They joined the others for class, sitting at the back, silent and attentive. Their eyes were a deep and lustrous black, their mouths fixed in a constant grin. None of the sages saw them enter or leave.

The Hollow Children did not speak, nor did they participate in class in any way, except to giggle unnervingly when the subject of the Void was mentioned.

When adults came to collect their children, they noticed an additional oddity. Among the Hollow Children were exact duplicates of themselves when they were younger. Each day there were more of them.

Thrax ordered the island destroyed, but when Lodun descended from the sky to ravage it, the Orowyrm found it had broken free of its own accord.

Thrax did not give the order to pursue.

Manipura Island
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Duviri 9

The island of Manipura was Duviri's vineyard. The Calaventi merchant sisterhood had villas there. Their tenant farmers raised succulent grapes to be turned into wine, which was taken as tribute to be shared among the Dax.

Tribute day was a great celebration in the Dax barracks, as the veiled Yaskutai would pour bowl after bowl of wine, comrades would show old wounds and tell tall tales of how they were come by, and old songs would be sung late into the night.

The Calaventi were proud. They considered themselves reflections of the 'true' Orokin, and though they bent the knee to Thrax, they did not respect him.

With his changeable moods and his short stature, Thrax was - they whispered - merely an upstart, an imitator.

It was the servants who alerted Thrax to their masters' insolence. If they were expected to be rewarded for this, more fool them.

A terrible Orowyrm was sent to, and I quote, 'trample the Calaventi sisterhood as they trample their grapes'. With no warning, the Orowyrm burst through the island from beneath, shattering it to fragments.

If the Dax of Duviri resent the loss of their wine-tribute, they know better than to speak of it.

The Island of Lorn
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Duviri 9

When Duviri came into being there were many islands whose contents were - to put it bluntly - horrific. The Execution Cyst, the Golden Hive, the Inversion Tree, Stitcher's Gulch and the Bountiful Swamp were all notorious, but each met a natural end, engulfed by the Void. Lorn was exiled deliberately.

The Island of Lorn was a desolate, bleak outcrop where ghosts would scream accusations against anyone who came close enough to hear. Shunned by all, it was ultimately severed from Duviri and set adrift in the Void, where it can still occasionally be heard screaming to this day.

Islands are usually unmoored or otherwise destroyed by command of the King. Here, though, it was the local citizenry who rose up and cast the offending island out, smashing the bridges with their tools and dragging it away using ropes and flying Kaithes.

Lorn was notable for its curious shrines, many of which were dismantled and their component stones taken from the island by royal order. One comes across them occasionally, and it is possible - though not advisable - to reassemble them. To do so risks a local outbreak of ghosts, an offense punishable by death should the Dax catch you at it.

The Bleeding Earth
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Duviri 9

The island was called Cornucopia, for its fecundity. The soil, dark and rich, yielded tubers and greens that shimmered with life. Wagons laden with tribute would go tottering up to the Palace in procession.

All this was, of course, the will of the King; for what is a kingdom without its peasants? Thus had he created the islands, and thus they remained, day after indolent day.

Then, on a morning like any other, Farmer Hovrel drove his spade into the earth and brought up blood.

Blood welled up from the gash like crimson oil. As Hovrel looked on, stupefied, the rivulet reached the road and... began to pool. The shocked cries of other farmers rang out as their furrows, too, began to fill with blood.

The stuff was dark, almost black. It had a heavy metallic odor suffused with grave spices. One venturesome soul tasted it. His eyes instantly became pitch-black orbs, his voice a smoky whisper.

Panic ensued. Was this a curse? The judgment of Dominus Thrax?

The Dax came swiftly, the roads were barricaded, and Cornucopia was isolated from Duviri.

Later that day, a great Orowyrm shattered the bridges. The island was set adrift, inhabitants and all. The last sight I had of them was a row of wide-eyed, pleading faces watching me steadily as they vanished into the Void.

The Vagabond[]

A mysterious human entity can sometimes be found in Duviri. When encountered, this Vagabond will laugh manically before vanishing. Curiously, this figure lacks an index finger.

  • Joy: A cave beneath Thrax Gardens.
  • Anger: Atop the main spire of The King's Palace.
  • Envy: Near the scholar's tomb, in a cave near Fort Wyrmsoul.
  • Sorrow: Above the cave entrance at the pond near Moirai Crossing.
  • Fear: Near Titan's Rest, behind Sythel's house.

Zariman Tablets[]

Tablets from the Zariman Ten Zero have begun appearing around Duviri. These testing tablets contain a single multiple-choice question revealing lore about the Orokin society, Duviri, and the mysteries of the Void. Incorrectly answering questions has no penalty, but releases an unsettling laugh, while correct responses produce a heavily distorted voice.

Correct answers are bolded.

  • What event concluded the Eighteenth Radiation War?
    • A. The destruction of the Arctic Hive Cluster
    • B. The assassination of Marcellus Ambrosius Lephantis
  • What is the core thesis of The Palimpsest of Spacetime?
    • A. Events can be rewritten; traces of the original persist
    • B. Everything that exists could, at any point, be erased
  • What is 'Kuva'?
    • A. Fluid with Void-derived capacity to conduct consciousness
    • B. The liquid remnants of departed Orokin saints
  • What is Conceptual Embodiment?
    • A. Concepts taking on form in the Void
    • B. The creation of cephalons
  • What should public architecture celebrate?
    • A. Our understanding of geometry and physics
    • B. The proven superiority of tiered society
  • What should one never do at a Serving of the Bitter Tea?
    • A. Break silence
    • B. Flinch, no matter how severe the pain
  • Who is constructing the Extrasolar Rail between Pluto and Tau?
    • A. An elite group of loyal servants of the Seven
    • B. A new, hardy strain of Grineer Void Engineers
  • What was the purpose of the Zariman Parades?
    • A. To raise capital for the Zariman expedition
    • B. To instill awe in those not chosen to participate
  • Which emergency visual signals can replace lost audio comms?
    • A. Vosphene glyphs
    • B. The Cloud Alphabets of Saravin Wu
  • Excess time in the Void can result in:
    • A. Temporal distortions, psychological distress
    • B. The Void poses no risk
  • Is Void travel safe?
    • A. Yes. We are merely passengers
    • B. Yes, so long as we control our emotions
  • What is your first priority if you are exposed to the Void?
    • A. Request the duty cephalon to seal off your environs
    • B. Call the Lorists, then immolate yourself at a thermo-cubicle
  • What will be the primary challenge of colonizing Tau?
    • A. Remaining industrious in the midst of abundance
    • B. Unknown native hazards of the environment
  • By what right do the Orokin govern?
    • A. Through intrinsic superiority
    • B. This is a Forbidden Question
  • How many principal Orokin Virtues are there?
  • What are the ideal conditions for contemplating Legems?
    • A. In a dark place remote from distractions
    • B. While experiencing the cerebral boost of a light-coil
  • How should you prepare for Continuity, if chosen?
    • A. Exercise, bathe, and keep my body pure
    • B. This is too unlikely to be worth considering
  • The Tales of Duviri is:
    • A. Tools for emotional regulation in the event of Void exposure
    • B. A fun collection of children's stories
  • In 'Tales of Duviri' King Thrax lacks:
    • A. The ability to control his emotions
    • B. Empathy
  • Why is Mathila excessively joyful?
    • A. She finds beauty in reality
    • B. She seeks to avoid reality
  • What was the Prince of Fire's fatal flaw?
    • A. He disrespected his superior
    • B. He failed to master himself
  • Why is Bombastine the most dangerous Courtier?
    • A. Envy of another's station undermines the Empire
    • B. He has venomous blood
  • What is the key lesson of The Sorrowful Soprano?
    • A. Sorrow is to be endured, not indulged
    • B. Sorrow should be rejected at all costs
  • Does Sythel deserve our contempt?
    • A. Yes – she is a cringing coward
    • B. No – her experiences are real to her
  • What invaded the Galleria?
    • A. There is no such place
    • B. Nothing you need to worry your head over
  • What was the ultimate fate of Albrecht Entrati?
    • A. He is entombed on Lua
    • B. That's the question, isn't it, kiddo?
  • How many fingers are found upon one's hand?
    • A. Five
    • B. Where are my fingerbones, kiddo?
  • Did you forget, kiddo?
    • A. You owe me.
    • B. ERROR – RESPONSE NOT FOUND
  • You wouldn't welch on a deal, would you?
    • A. *CORRUPT FILE DETECTED*
    • B. I saved them. All of them. Never said I'd save you.
  • What is 'the Wall'?
    • A. The barrier between rational reality and the Void
    • B. The Wall of Bone in whiKU NOMA ELU RA KAH, MARA LOHK?

Points of Interest[]

Courtier Locations[]

The five courtiers of Dominus Thrax can be found in various locations throughout Duviri. They only appear during their non-respective Spirals, except for Sythel who is always present.

  • Mathila: Can be found at Mathila's Farm during any Spiral except Joy.
  • Lodun: Can be found in Upperhaven during any Spiral except Anger.
  • Bombastine: Can be found entertaining a group of Duviri residents at The Agora during any Spiral except Envy.
  • Luscinia: Can be found singing in the Chamber of the Muses during any Spiral except Sorrow.
  • Sythel: Can be found cowering in her home, at the top of the mountain between Titan's Rest and Clustos Arch, during any Spiral except Fear.

Acrithis[]

Acrithis is a merchant who appears in various locations throughout Duviri in her IconDuviriAcrithiscarriage. She sells an assortment of Duviri-themed decorations and Captura scenes, Origin System materials, Duviri Arcane Enhancements, a rare Decree, and special weekly offers such as Exilus Adapter, Primary Arcane Adapter, Secondary Arcane Adapter, Forma Blueprint, Kuva, Orokin Catalyst, Orokin Reactor, or Riven Mods.

Upon completion of the main Spiral and defeating the Orowyrm, Acrithis will appear before the Drifter, at the King's Palace.

She can also be found to the left of the entrance to Duviri in the Dormizone.

Archarbor[]

Appears during Joy, Envy, and Sorrow.

Beneath the Archarbor is the most complex Enigma puzzle. To open the gates containing this puzzle, the three busts of Dominus Thrax at the edges of the island must be rotated to face the center, and a fourth bust placed in the underground edges must be hacked open. This puzzle features 8 symbols, but 4 of them are partially hidden by a panel that only shows their center. The player will also need to make use of multiple discs, as their symbols will not linger once ejected. The order of each symbols does not matter, and each drum can only contain one correct symbol. For its higher difficulty, players are awarded 5 EnigmaGyrum Enigma Gyrum.

Amphitheater[]

Appears during Joy, Envy, Anger, and Fear.

Kullervo's Hold[]

Appears during Anger, Fear, and Sorrow.

Kullervo's Hold is a prison containing the Warframe KullervoIcon272 Kullervo, lined with seven jail cells each representing his seven "crimes". Speaking to The Warden at the top of the island initiates a boss fight with Kullervo. Defeating Kullervo and the Spiral's Orowyrm will award Kullervo'sBane Kullervo's Bane.

A cave leading out from the prison contains a locked cell containing a Somachord tone. The cell can be unlocked by locating the three busts of Dominus Thrax scattered around the island and rotating them to face the center, then hacking the console outside the cell.

Materlith[]

Scattered across Duviri, IconDuviriMaterlithMaterliths are large statues that provide an aura of healing for the Drifter. Acquiring the Rank 4 Drifter Riding Intrinsic unlocks the ability to fast travel to Materliths from the map.

The Undercroft[]

The Undercroft is an area that exists outside of the surface of Duviri. Dominus Thrax's influence is much weaker there, allowing unrestricted use of Warframes. It features a colorful mixture of Duviri and Zariman Ten Zero tiles.

It is primarily featured during The Circuit. Two stages of the Spiral story also have the player venture into The Undercroft.

3 portals appear outside of the Spiral story, featuring stronger enemies (+25 enemy level, +75 enemy level on The Steel Path, and higher Eximus spawn rate) while serving as a reliable source of Arcane Enhancements. Due to the stronger enemies, these special portals requires 7 Decrees to access, excluding the free Decree from Opportunity Intrinsics Rank 3.

Dominus Thrax Statues[]

Numerous statues of Dominus Thrax can be found scattered throughout Duviri, recognizable by them being posed to raise both arms to the sky. These statues have the word 'bow" written in Orokin on the base. Performing a bowing emote (either Bow or Deep Bow) will cause a Curax Dole resource cache to appear in front of the statue.

Enemies[]

Dax[]

Dax are loyal servants of the Dominus Thrax, obeying his each and every command, overseeing order on Duviri.

  • Dax Gladius: A rank-and-file soldier who uses the Syam Syam nikana. Preferring to fight up close, their special attacks consist of thrusting a short distance forward as well as plunging their blade into the ground to create an explosion.
  • Dax Herald: This banner-wielding Dax uses the Edun Edun polearm as their weapon of choice. They are capable of rallying and buffing their fellow Dax, and their special attack consists of rapidly spinning their polearm to project in an arch a field of Void energy on the ground that slowly follows Drifter, initially expanding then shrinking in size.
  • Dax Arcus: An archer who masterfully wields the Cinta Cinta bow to gain an advantage over enemies far away. Their special attacks consists of raining arrow barrages from the sky, charged shots, and leaping back to fire a layer of mines.
  • Dax Malleus: A hulking Dax that wields the Sampotes Sampotes hammer. With their special attack, Malleus dashes forward, just like Gladius, albeit a greater distance, knocking any unlucky foes caught in their path off their feet and dealing damage. Malleus can also perform an unblockable attack, slamming the ground with their club for devastating effect. In The Undercroft, the Dax Malleus possesses Overguard.
  • Dax Equitem: A Kaithe-riding Dax armed with the Azothane Azothane, a two-handed nikana. It uses its steed to quickly approach with the blade at the ready, can hurl projectiles, and can teleport. Appearing as a miniboss in Spiral stages, it has three health bars which requires parrying to stun it and then interacting with it to fully remove a bar; on its last bar it becomes dismounted as it summons Dax reinforcements.

Thrax[]

Hollow Thrax Centurions and Hollow Thrax Legatus are manifestations of the Void that have found their way in Duviri. Legatus are primarily encountered in The Undercroft, while Centurions can appear on the surface, guarding chests or shrines.

Orowyrm[]

Main article: Orowyrm

The Orowyrm is a colossal serpent-like creature that patrols the skies of Duviri, serving as the Grand Boss fought at the final stage of a Spiral. They are accompanied by smaller Wyrmlings.

Liminus[]

Liminus are shadowy humanoid creatures that stalk the caves of Duviri. They leech the life force of their prey, and quickly retreat when attacked.

Corrupted[]

Main article: Corrupted

Normally featured within the Origin System's Void, the Corrupted have made their way into The Undercroft.

Notes[]

  • Players have innate Enemy Radar while in Duviri.
  • Gear items cannot be used, whether as the Drifter or Warframe. Emotes can still be used, however.

Tips[]

  • Drifter Intrinsics provide benefits throughout the journey in Duviri:
    • Combat improves the Drifter's damage and abilities, including unlocking the ability to temporarily summon the Warframe to Duviri.
    • Riding provides benefits while mounted on the Kaithe, such as offensive abilities, fast travel, and Loot Radar.
    • Opportunity unlocks more Decree selections as well as more Warframes and equipment available to choose from in Teshin's Cave.
    • Endurance increases the Drifter's health, regeneration, and the amount of revives on Duviri.
  • The AI opponent in Komi can be very difficult, even for those already acquainted with Komi, or the real-world counterpart it's based off of (Go).
    • Komi v2

      Visual example of Komi strategy to defeat the game's AI.

      A strategy was developed that nearly guarantees a win. Start by putting your first piece on the bottom left-hand corner of the board, or, in chess terminology, A1 (any corner should work). The AI will attempt to capture your piece by putting theirs in either B1 or A2. Place the second piece in B2, and the AI should play the piece capturing move. Place your third piece in A3, the AI will respond with A1. Then, follow down a straight line starting with C2, and following with D2, E2, and so on until you reach H2. By now the AI should be mimicking your plays with C1, D1, E1, and so on. Your second to last move, after playing H2, will be I3. The AI will play I1, and your final move should be I2; this should win the match with a score of 10-1.[3]

Trivia[]

  • Each cycle has multiple rhyme songs sung by pairs of children found around the map:

Joy

Even when your house is burning down Even when a fool has stolen your crown You can smile instead You can smile Even when you can't afford your tax

Even when your husband's been killed by Dax

You can smile instead

You can smile

There's a face in the sky, With a great big smile, So we smile right back today.

There's a man in a wall,

With a grin like a skull,

So we grin right back today.

Anger

We're gonna take him Shake him, break him Roast him, toast him Bind him, blind him! Punch him, crunch him Snatch him, scratch him Flay him, slay him

Good and DEAD!

If only fire melted stone Oh how people's wrath would burn If angry words could break a bone

Oh how the world would moan and groan

Let your blood boil Let your teeth grind Let your fire rise

'Cause it's Lodun's Day!

Better make a fist Better start a fray Knock a fella down

'Cause it's Lodun's Day

Envy

Something's watching through the window, Watching you and watching me… Wants what we have, wants to BE us! We know that can never be. Something's waiting, getting closer, Watching, waiting for its day, Something needy, cruel and greedy…

Keep that hungry thing at bay!

Oh Mister Bombastine We know why you act so mean Everyone else has more than you Everyone else is bored of you Oh Mister Bombastine We know why your eyes are green

Someone else had a sweeter voice


Someone else was the King's new choice

Sorrow

Lady, lady, why do you weep, Tear at your hair, And cry in your sleep? Grief and woe have made me a thing… Fit but to sing

At the will of the King.

Oh the wall rose high… And it wished it could cry With the tears of a thousand eyes For Sorrow it sought… But it never ever thought

How it already kept its prize

Cry for a dead love Cry for your shame Cry for the loss Of your own good name Cry for the day and Cry for the hour Cry for the lady

Locked in the tower

Fear

Go hide your face, In a lonesome place, Many miles away from here Where the night winds wail, Till your face turns pale,

And the stones all mock your fear!

What's that whisper on the breeze? Just the rustling in the trees. What's that tread upon the stair? Nothing, darling, nothing there. What's that rattling at my door? Just the wind and nothing more. What's that breathing in my ear? Nothing, darling, nothing here. What's that gleaming sharp and bright?

Hold your tongue and say GOODNIGHT!

What are you afraid of? Empty eyes and Distant cries and Wolves who walk in human guise? What are you afraid of? Creaks and thuds and Trickling blood and Mouths and noses filled with mud? What are you afraid of? Nails in your knees and Faces in the trees and

Clowns with hands all full of bees?

Bugs[]

Media[]

See Also[]

References[]

Patch History[]

Hotfix 36.1.5 (2024-09-03)

Hotfix 36.1.4 (2024-08-28)

Hotfix 36.1.3 (2024-08-27)

Update 36.1 (2024-08-21)

Hotfix 36.0.8 (2024-07-25)

Hotfix 36.0.5 (2024-07-20)

Hotfix 36.0.3 (2024-06-20)

Update 36.0 (2024-06-18)

New Decrees

Sourced from our incredible Design Council, a new set of Decrees now have a chance to appear in Duviri to bolster your efforts to escape Dominus Thrax’s vicious cycle.

The creative minds in the Design Council came back with more ideas than a Maw could eat up! The Dev team chose the following from the ideas pitched and made changes for balance purposes.

Stats shown below are indicative of each Rank of the Decree to its max stacks.

Bountiful Harvest

Double drops from crates and plants.

Paragrimm’s Wisdom Gain 3 Decree Rerolls.

Marauder’s Nerve

Reduce incoming damage by 3% per Decree up to 75%.

Fault Finder

Weakpoint kills create a 10m field that deals 10/15/20% of the killing blow’s damage as Electricity Damage every second for 8 seconds.

Grim Armory

On kill: 5/10/15% chance to refill the ammo for whatever weapon you have equipped.

Rain of Vitality

Enemies have +60% additional chance to drop Health Orbs. Health Orbs increase Armor by 80/160/240 for 10 seconds. Effect triples for Warframes.

Storm Caller

100/200/300% Magazine Capacity. Gain 1 Electricity Damage by every bullet reloaded to your weapon.

Inner Absorption (Spiteful)

Sacrifice x0.5 from your Weapon Damage to increase your Ability and Power Strike Damage by 600% to enemies.

Good Governance (Spiteful)

Sacrifice x0.5 from your Critical Chance to gain x3 to your squad’s Critical Damage.

Cloak and Dagger (Spiteful)

Your weapons deal an extra hit with 100% Slash Damage and Status, but 100 Slash Damage with Status are self inflicted when you attack.

New Undercroft Mission: Alchemy

Your knowledge on the elements from your explorations of Albrecht’s Laboratories is required in Duviri, Tenno! Maintain the laws of alchemical science in the Undercroft with the addition of the Alchemy mission type.

Like most things in Duviri, completing an Alchemy Undercroft mission is different from how you know it outside of the Spiral. Here’s what you can expect:

General Alchemy Change (applies to Duviri and standard mode):

Pathos Clamps Rewarded From Undercroft Portals

Pathos Clamps are now rewarded from completing Undercroft Portal side objectives (story stage Undercroft portals do not reward Pathos Clamps) in the Duviri Experience! This is in addition to the current Decrees, Arcanes, and Steel Essence (if played on Steel Path difficulty) rewards.

Undercroft Portals completed on standard difficulty have a guaranteed reward of 1 Pathos Clamp for completion, while those completed on Steel Path have a guaranteed reward of 3 Pathos Clamps.

TOP FIXES
FIXES

Hotfix 35.5.7 (2024-04-17)

Hotfix 35.5.2 (2024-03-28)

Hotfix 35.5.1 (2024-03-27)

Update 35.5 (2024-03-27)

DUVIRI IMPROVEMENTS

Top Quality of Life Changes

Circuit Assassination: Corrupted Jackal Changes

The introduction of the Corrupted Jackal Assassination Circuit mode was designed with a twist to the standard Jackal fight for a bit of a challenging edge. However, players have expressed that the fight can quickly end you and your Squad’s Circuit run due to it being rather difficult to defeat.

In an effort to make the fight less arduous and improve its success rate overall, we have made the following changes:

General Improvements & Fixes

Hotfix 35.1.2 (2024-02-28)

Update 35.1 (2024-02-20)

Hotfix 35.0.9 (2024-01-17)

Hotfix 35.0.8 (2024-01-11)

Hotfix 35.0.7 (2024-01-09)

Hotfix 35.0.1 (2023-12-13)

Update 35.0 (2023-12-13)

Hotfix 34.0.8 (2023-11-09)

Hotfix 34.0.1 (2023-10-18)

Update 34.0 (2023-10-18)

Hotfix 33.6.9 (2023-09-12)

Hotfix 33.6.7 (2023-08-31)

Hotfix 33.6.5 (2023-08-21)

Hotfix 33.6.4 (2023-08-15)

Hotfix 33.6.3 (2023-08-03)

Hotfix 33.6.1 (2023-07-31)

Update 33.6 (2023-07-27)

UNDERCROFT CHANGES

New Undercroft Tiles:
We have added two new tiles to the Undercroft for you to tackle Warframe combat in: Fractal Pastures and Amphitheatre. The Fractal Pastures is a large open tile with plenty of space for farming Tamms -- if it weren’t for the dangers of the Undercroft, that is. With the new Amphitheater tile, you can reminisce about the calming sounds of Shawzins heard on the Duviri landscape, but replace them instead with the cries of your enemies. All five existing game modes are available in the Fractal Pastures and Amphitheatre.

Jackal Assassination is here!
The Undercroft is gaining a sixth game mode available exclusively in the Fractal Pastures: Assassination! No longer in the confines of a Corpus laboratory, The Jackal can be found ruining crops in the Fractal Pastures, devastating the natural beauty with its laser grids and rockets. Take on the Jackal in this newest game mode to reach the Undercroft.

In order for the expected time to complete Assassination to stay in line with other game modes, the Jackal fight has been modified from its original form on Venus. Jackal in the Undercroft will have three phases instead of four, and will be protected by reinforcements between phases.

On defeat, Jackal will drop Rune Marrow and has a chance to drop the Jackal Sigil.

Undercroft Trauma Clamp: The Undercroft is a dangerous place, Drifter. Trauma Clamps have begun appearing across the Undercroft that can be used to your advantage.

Trauma Clamps are hazards that can be found throughout the Undercroft. Breaking them open will pull in both Tenno and their foes alike, trapping them for a moment and imparting effects determined by the current Spiral. The range at which players will be drawn in is smaller than that of your enemies, but still take care when activating them. Use these strategically, as only a few spawn per Undercroft Tile. However, as the Void does work in mysterious ways, there is a chance of further Trauma Clamps spawning after a hazard is unleashed.

Thrax’s Spirals will augment Trauma Clamps with the following effects:

NEW DECREES

New Decrees have been added to the randomized pool of options upon completing Duviri Spiral stages and side objectives!

Values marked with an asterisk* can be stacked and are shown at max.

Stable Stance
Gains 25% resistance to knockdown for each enemy within 20m.

Swooping Miasma
Gain +3* jumps. Jumping slide kicks cause 300* Viral Damage and status in an area around hit enemies.

Kexat’s Pounce
Jump higher. Gain +180%* damage while airborne. Effect wears off 2s after landing.

Baneful Harmony
Inflicting Cold or Toxin status effects also inflicts Viral status.

Consuming Rage (Spiteful)
Heavy Attacks and Power Strikes consume 10% of Energy or Transference Bar, but gain +300% damage.

ADDITIONS:
DUVIRI CHANGES:
TOP FIXES:
UI/HUD FIXES:
FIXES:

Hotfix 33.5.6 (2023-07-07)

Hotfix 33.5.5 (2023-07-06)

Hotfix 33.5.4 (2023-06-28)

Hotfix 33.5.3 (2023-06-23)

Hotfix 33.5.2 (2023-06-21)

Kullervo Fight Changes:

The difficulty of the Kullervo fight has been adjusted to be more manageable for the Drifter Melee combatants. This was done in two ways: by adjusting some of his mechanics, and tweaking the amount of damage he receives from certain sources.

Changes to Kullervo’s mechanics:

Changes to Kullervo’s damage receival:

In changing his mechanics, we have also made these alterations to how he receives damage, to encourage player melee engagement overall.

Changes:
Fixes:

Hotfix 33.5.1 (2023-06-21)

Fixed Venari spawning with Kaithe on summon after using Transference Surge with Khora selected from Teshin’s Cave. Fixed certain areas of Duviri missing art materials (such as rocks missing textures).

Update 33.5 (2023-06-21)

NEW DUVIRI ISLAND & TIME-LIMITED NODE: KULLERVO’S HOLD

Duviri brings forth a formidable opponent, locked away in perpetual imprisonment for crimes listed, sevenfold. Kullervo’s Hold is a new Duviri Island and time-limited node that grants access to a most notorious inhabitant, Kullervo.

But first, you must learn what lies ahead before engaging in a tangle of blades with this mystifying convict.

The Fight:
Kullervo’s fight unfolds in three stages, each requiring you to defeat Kullervo as he exits his holding cells. Prosecutor Liminus are quick to be alerted when there is activity in the Hold and will enter the fight at Kullervo’s dismay.

Dueling Kullervo will be a test of all that you have learned in Duviri. Use the skills and Drifter Intrinsics honed by your blade to battle your way to glory against this formidable master of knives. Evade ranged attacks, vengeful backstabs, and unblockable strikes if you wish to survive the onslaught of this tortured warrior. Tenno will need to parry, counter, and rely on their wits if they wish to escape Kullervo’s Hold with their lives intact.

Time-Limited Node:

Starting today @ 12 PM ET until July 5th @ 12 PM ET, face off against the most felonious persona this side of the Watershed Hamlet in a time-limited node that gives you guaranteed access to him (read on to also learn about his permanent access methods).  

Sealed in a permanent Sorrow Spiral, this time-limited node is a special rendition of The Lone Story which grants you guaranteed access to fighting Kullervo as part of the Stages to complete. As with all Spirals, defeating the Orowyrm is also the grand finale to this Lone Story.

Node Requirements:

If you have yet to fight the Orowyrm to earn Pathos Clamps in Duviri, now is the time! This time-limited node is our way of encouraging players to experience and complete a full Spiral in Duviri if they have yet to do so. Duviri has much to offer, and Kullervo awaits your visitation for a dance of blades.

How to Play the Node:
Enter the “Kullervo’s Hold” node from the Duviri region in the Star Chart and complete the Spiral stages. Going blade to blade with Kullervo happens during the last stage before fighting the Orowyrm.

Successfully defeating Kullervo and the Orowyrm will reward you handsomely (listed below).

Permanent Access:
Outside of the time-limited node, Kullervo’s Hold is an island that appears in Duviri during the Anger, Fear and Sorrow Spirals.

Fighting Kullervo at the Kullervo’s Hold island has a chance of being a main Spiral stage in The Lone Story/The Duviri Experience and can also be completed as a side objective in The Duviri Experience (during the aforementioned Spirals). Once he has been defeated he cannot be fought again in that session.

Facing off against Kullervo outside of the special Node does not cost you 5 Pathos Clamps, should you come across him as a main Spiral stage or choose to fight him as a side objective.

Fighting Kullervo in The Lone Story:
Defeating Kullervo has a chance of being one of the Spiral stages to complete during the Anger, Fear and Sorrow Spirals. If it does, it will occur in the second half of the stages so that players have accumulated at least 3 Decrees before fighting him.

Fighting Kullervo in The Duviri Experience:
In addition to fighting Kullervo as a main Spiral Stage, players can also voluntarily start the fight as a side objective during the Anger, Fear and Sorrow Spirals.

Head to Kullervo’s Hold island and speak to The Warden overlooking the cells. Selecting “Confront Kullervo” will begin the fight.

Tread carefully, Kullervo is a fearsome opponent and his attacks are infused with Elemental Damage based on the active Spiral. It is recommended to enter the fight with at least 5 Decrees selected.

Reminder: Facing off against Kullervo outside of the special Node will not cost you 5 Pathos Clamps.

Rewards for defeating Kullervo:

The following applies to both the time-limed node and permanent post-node access.

Acrithis’ Wares: Kullervo’s Archive
Use Kullervo’s Bane to obtain Kullervo’s Blueprints and the Blueprint and Components for the Rauta, from Acrithis’ Wares under the new “Kullervo’s Archive” option.

NEW SIDE OBJECTIVES

There are now more ways to interact with The Duviri Experience with 4 new side objectives: Undercroft Portals, Kaithe Races, Recovering the Paragrimm’s Tomes, and finding Lost Belongings.

Side Objective Undercroft Portals During your time in Duviri, you have ventured into many Undercroft portals as part of the Spiral stages. Now, you can enter the Undercroft as a Side Objective in The Duviri Experience!

Outside of the portals that spawn for Spiral stages, there will always be a total of 3 side objective portals available in Duviri. They spawn at different locations each visit! Approaching these portals will mark them on your map while you are in relative proximity to them so that you can return if you are unable to conquer them immediately.

Requirement to enter: You must acquire 7 Decrees before entering The Undercroft! The reason being so that you are fully prepared for the challenges that await on the other side of the portal. These side objective portals are disabled when a main Spiral stage requires you enter a designated portal. Note that the Rank 3 Opportunity Intrinsic “Lucky Opener” which grants a free Decree upon entering Duviri does not count towards the 7 Decrees needed to enter.

Difficulty:
Enemies in these side objective Undercroft portals are much more challenging than your average Spiral stage portal.

In addition to the following level modifiers, these portals are also Eximus Strongholds, meaning you can expect more Eximus units to spawn for an added layer of difficulty.

Once you have completed the Undercroft mission, the portal then becomes deactivated - similar to other side objectives once completed.

Rewards:
Completion of a side objective Undercroft Portal rewards the following:

Kaithe Racing Returns Put your riding skills to the test! Mount your Kaithe then race across the terrain and through the sky to clear gates in record time. Kaithe Races can appear as a Spiral stage and side objective in The Duviri Experience.

How to Kaithe Race:
Start the race by entering the first gate, once crossed the timer countdown begins! Clear all of the required gates to complete the race. Each successful gate crossed adds 3 seconds to the time to complete the race. Shooting the targets also grants 3 seconds of additional time. There is no penalty for skipping gates, but you do miss out on gaining those extra seconds!

Side Objective Kaithe Races:
Can you beat Brimon, the fastest Kaithe racer in the Kingdom? Locate him in the Duviri Landscape to accept the challenge! There are a total of 2 side objective races per session that can be completed while playing in a squad (solo has no limit).

Kaithe Racing Rewards:
Successfully completing a Kaithe race rewards Drifter Intrinsics, a Decree and Duviri resources. The more players from the squad join into the race and complete it, the better the rewards are for the whole team!

Recover the Paragrimm’s Tomes
Take to the skies for a bird’s eye view of the area! Look through the eyes of a Paragrimm to find Tomes and mark them for collection. Recover the Paragrimm’s Tomes is available only in The Duviri Experience as a side objective.

Recover the Paragrimm’s Tomes Rewards:
Finding all of the required targets will reward Duviri resources, Drifter Intrinsics, and a Decree.

Lost Belongings
Duviri’s citizens have a knack for misplacing their belongings, and it should come as no surprise that some of these items have ended up in Duviri’s caves. Scour the caves of Duviri’s underbelly for Lost Belongings while keeping an eye out for Liminus who are keen on keeping these items to themselves Lost Belongings can appear as a main Spiral stage and as a side objective in The Duviri Experience.

Lost Belongings Rewards: Collecting all of the Lost Belongings will reward Duviri resources, Drifter Intrinsics, and a Decree!

NEW IN THE DUVIRI LANDSCAPE

New Resource: Ueymag Barb
Scour Duviri for the Ueymag plant to collect the new Ueymag Barb resource! Ueymag meat is said to be delicious. Just mind the barbs.

Ueymag Barb can also appear in the Normal and Steel Path Circuit reward paths.

The Vagabond
Rumors tell of a mysterious stranger appearing across Duviri. Nobody knows where they've come from, but supposedly they've been spotted near places of extreme emotion. However, the moment no one is looking, the stranger disappears. How... Strange...

Zariman Tablets
Tablets from the Zariman have begun appearing around Duviri. These testing tablets contain a single question and await the correct answer. You have the answers, don’t you Tenno?

Somachord Tones
Duviri has plenty of unique music, and the addition of Somachord Tones means that music can now be available in the Orbiter! Find them hidden across Duviri and pick them up to unlock the songs in your personal Somachord. It’s time to bring some Duviri flair back to the Origin System.

There are 10 new Somachord songs you can unlock by collecting their fragments in Duviri:

The Somachord has also been added to your Dormizone! Play your newly found Duviri tunes in the comfort of your Zariman domain.

Note: Somachord Tone progress is saved after earning a Decree. If you find a Somachord Tone, make sure you earn another Decree before leaving Duviri, or you can extract safely using the Extraction Portal that opens after defeating the Orowyrm.

NEW DECREES

New Decrees have been added to the randomized pool of options upon completing Spiral stages and side objectives! Dominus Thrax has also gotten wise to the Drifter’s ways and has introduced 5 Spiteful Decrees that require a sacrifice to gain the listed benefits.

Discover new Decree combinations to take your Drifter and Warframe loadouts to the next level.

Values marked with an asterisk* can be stacked and are shown at max.

Blazing Bombardment
Every fifth shot that hits its target launches a homing fireball at a nearby enemy, dealing 240%* Heat Damage.

Nimble Gunner
Rolling grants 75%* Ammo Efficiency for 4 seconds.

Tamm's Fortune
Finisher attacks grant +500 Armor for 10 seconds. Armor boost triples for Warframes.

Brimon's Nerve
Finishers grant +200% Ability Strength to your next Power Strike or Warframe Ability.

Wyrmling's Aid
Shots deal an extra hit with 200%* Corrosive Damage.

Corrosive Grit
Each stack of Corrosion grants 180* Armor, up to 5x, for 12 seconds.

Molten Mettle
On Finishers, deal 60%* of enemy's maximum Health as a Heat Damage 10m around the target.

Salted Wound
Heavy Attacks deal an extra hit with +180%* Corrosive Damage.

Fortified Will
Every 50 Armor grants 15%* Ability Strength and Power Strike damage.

Scornful Cast
Casting an Ability deals 250* Corrosive Damage to nearby enemies and applies 10* Corrosion stacks. Damage radius doubles for Warframes.

Dominus Temper (Spiteful Decree)
Sacrifice -50% Maximum Health to increase damage by +10% for every 100 Health remaining.

Mercurial Bent (Spiteful Decree)
-50% Status Duration, +200% Status Chance

Fragile Vanity (Spiteful Decree)
Sacrifice -50% Armor to increase the base damage of your shots by 1 for every 20 Armor remaining.

Churlish Chatter (Spiteful Decree)
Sacrifice weapon accuracy for +150% Multishot.

King's Collateral (Spiteful Decree)
Take 50% more damage for a 200% chance to receive Rare Decrees.

General Decree Changes and Fixes:

DUVIRI STEEL PATH TROPHIES & EMOTE

Complete the following conditions to earn an inbox message from Teshin with 25 Steel Essence, the Steel Path Duviri Emote, and the Steel Path Duviri Trophy. Complete a mission stage in the Steel Path Circuit. Complete a full Spiral in The Duviri Experience (ie. defeating the Orowyrm) Complete a full Spiral in The Lone Story (ie. defeating the Orowyrm)

Zariman Steel Path Trophy Fix
The introduction of Duviri Steel Path Trophies also fixes the issue of players not earning Zariman Steel Path trophies after completing all nodes (as they were not registering as complete), because Duviri was being counted as part of the Zariman region upon launch. Players who have completed the Zariman nodes prior to this update will now also receive their Steel Path rewards upon login.

Additions:
Changes:
Fixes:

Hotfix 33.0.14 (2023-05-29)

Hotfix 33.0.13 (2023-05-26)

Hotfix 33.0.11 (2023-05-24)

Hotfix 33.0.10 (2023-05-12)

Hotfix 33.0.8 (2023-05-11)

Hotfix 33.0.7 (2023-05-09)

Hotfix 33.0.6 (2023-05-04)

Hotfix 33.0.5 (2023-05-03)

Hotfix 33.0.4 (2023-05-02)

Hotfix 33.0.3 (2023-04-28)

Hotfix 33.0.2 (2023-04-27)

Made fixes towards script errors related to Undercroft Portals.

Hotfix 33.0.1 (2023-04-27)

Duviri Experience Changes:
Duviri Experience Fixes:

Update 33.0 (2023-04-26)