This is Equinox, a deadly duality.
A true Tenno must master the divide between night and day. Do you have what it takes?Release Date: July 31st, 2015
A duality of contrasting forces in a single entity, Equinox unleashes wrath like the onset of daybreak, or draws life to a close like dusk's approach. Shifting between two forms allows her to bolster Tenno strength in light or provide recuperative respite in darkness. Equinox dawned in Update 17.0 (2015-07-31).
Acquisition
Equinox requires a unique method to craft: Tenno must forge both the Equinox Night Aspect and Equinox Day Aspect in the Foundry – each of which requires its respective Neuroptics, Chassis, and Systems – before the Warframe itself can be built. Component and Aspect blueprints can be obtained by defeating Tyl Regor on Titania, Uranus. Equinox's main blueprint can be purchased from the Market.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.
Day Aspect
Night Aspect
Notes
- Equinox's first Emissive Color determines which form she begins with during a mission – light-colored hues has her start in her Day Form, and dark-colored hues has her start in her Night Form. This does not affect her overall gameplay otherwise.
- Equinox currently requires the most components to build, requiring four blueprints each for the Night and Day Aspects, and one for the Warframe itself. This totals to 9 components.
- Equinox is one of the most expensive Warframes in credits to build, with the total cost amounting to 225,000 Credits. This includes the cost to buy the Equinox blueprint from the Market along with the cost in constructing a Forma.
- Equinox is currently the only Warframe that requires a Forma to build.
- Rushing through all the components requires 300 Platinum. If a player desires to rush all of the components, including the main blueprint, it may be wiser to outright buy the Warframe from the market for 325 Platinum, which saves 15 Platinum for the pre-installed Orokin Reactor and the Warframe slot.
- Equinox is currently the longest to build out of all Warframes. Each component to the Day and Night Aspects takes 12 hours to craft, the Aspects themselves both take 72 hours, and the Warframe itself takes another 72 hours, to a total of 156 hours at minimum.
Trivia
- Despite the androgynous nature of Equinox's design, former Community Editorial Coordinator Adam Ma has confirmed that Equinox is a female Warframe with a masculine form.[1]
- Equinox appears as her composite form (both day and night) in any shared space, such as in the player's Landing Craft, in Relays, or while using Archwings. This form can also be seen briefly when shifting between forms with
Metamorphosis.
- When customizing her appearance, a button in the bottom right of the screen labelled "Metamorphosis" allows players to switch between Equinox's three forms. However, leaving the Appearance menu reverts Equinox back to her Composite form.
- Equinox refers to a biannual event where daytime and night are of roughly equal duration.
- During her development, Equinox's separate forms were originally referred to as Anima and Animus, both of which are concepts in Jungian Psychology. They are respectively described as the feminine and masculine aspects of a person's psyche. Equinox is still referred to as 'AnimaAnimus' internally in the game files.
- When Equinox is equipped with Wisp's Agile animation, and unarmed, she will split into her day and night form, similarly to Wukong who spawns his Celestial Twin with the same animation.
References
Release Date: April 2nd, 2019
Equinox Prime is the Primed variant of Equinox, possessing increased armor, health, energy capacity, and additional
and
polarities. Equinox Prime was released alongside
Stradavar Prime and
Tipedo Prime.
Acquisition
Vaultings
- On February 9th, 2021, it was announced that Equinox Prime would enter the Prime Vault and be retired from the reward tables on February 23rd, 2021. Any preexisting components or fully-built frames will remain as is.
Crafting
Notes
- Equinox Prime, compared to
Equinox:
- 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.
- Equinox Prime features additional particle effects for two of her abilities.
- While switching form with
Metamorphosis, there will be swirling particles around her body, as well as stripes of energy that fly out and loop back to her. Switching from day to night and night to day have slightly different paths of particles.
- Casting
Rest & Rage will produce effects on affected enemies. In day form, vertical circling particles will appear around the enemies and then fade away. In night form, rotating sprinkling particles will appear above enemies for the duration of the ability.
- While switching form with
Trivia
- Equinox Prime Helmet in composite form is asymmetrical, with her right horn facing up and her left horn facing down. This is opposed to her day form and night form, where both horns face the same direction.
- This is opposite to her non-Primed variant, whose composite helmet is symmetrical and day/night forms' helmets are asymmetrical.
- Also, Equinox Prime's composite form seamlessly blends appearances of day form and night form together, instead of symmetrical division.
- Equinox Prime's Day Form uses mainly a dark blue hue, whereas Night Form uses white. This is the opposite of her non-Prime version which has Day Form in light colors and Night Form in dark.
- While Equinox's composite form more closely resembles her night form, with a slim build and decorative drapes, Equinox Prime's composite form bears a closer resemblance to her day form, having the gold ornaments of her day form and lacking the drapes of her night form.
- Equinox Prime only requires 4 parts, compared to her non-Primed variant, who requires 9 parts.
Bugs
- Helminth cyst is not visible on Equinox Prime, regardless of how big or how small it is.
- This bug later happened again with Sevagoth.
- Unlike her normal form, Equinox Prime’s drapes clip through the ground.
Media
When Equinox collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively.
Equinox's passive stacks additively with
Equilibrium, for a total conversion of 120%.
- Unlike
Equilibrium, does not enable the pickup of orbs while their respective resource pool is full, even for the purpose of conversion.
- This is likely an oversight, not an intentional design decision.
- The effect of
Arcane Pulse does not apply to health from converted energy orbs.
- The effects of
Arcane Energize and
Energy Pulse do not apply to energy from converted health orbs.
Equinox can shift between two forms to alter her abilities: the offensive-focused Day-Form or the defensive/supportive-focused Night-Form. Customizing Equinox's primary emission color determines what form she starts with:
- Bright hues change default form to Day-Form;
- Dark hues change default form to Night-Form.
Note that players do not need to purchase color palettes to unlock the full potential of this trait.
While customizing her emission color, Equinox's active form is displayed in the form of an icon. Upon changing colors, her combined form in Arsenal preview will also change her stance animation to reflect the chosen form's personality.
Customizing the secondary emission and the energy colors will have no effect.
Forms and abilities can be cycled mid-mission using
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Rest & Rage In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage. Introduced in Update 17.0 (2015-07-31) |
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Subsumable to Helminth |
Info
- Equinox expends
25 Energy to hypnotize a target up to
20 / 30 / 40 / 50 meters away, also affecting enemies within
1 / 3 / 3 / 5 meters of the initial target, for
10 / 14 / 18 / 22 seconds.
- Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity.
- Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 80% / 70% / 60% / 50% of their current values.
- Sleeping enemies are:
- Enemies retain their current alertness state on cast (i.e., unaware enemies put to sleep will remain unaware for this duration, while alerted enemies will remain alert). Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses.
- Energy threads will visually strike enemies in the targeted area to indicate affected targets.
- Affected enemies are enraged. They receive
20% / 30% / 40% / 50% Damage Vulnerability, and
5% / 10% / 15% / 20% movement speed and attack speed bonuses.
- The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive (e.g., with a maxed
Intensify, an enemy that would receive 250 damage will be dealt 250 × (1 + 0.5 × 1.3) = 412.5 damage under the effects of a rank-3 Rage).
- The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive (e.g., with a maxed
- Casting Rage while
Provoke is active will increase the percentage of damage vulnerability.
- Enraged enemies visually emit a ribbon of energy and energy particles.
- Energy threads will visually emit from Day Equinox to strike enemies in the targeted area.
- Rest and Rage's sleep and enrage effects can overlap on targets already affected by either version of the ability.
- Recasting on the same target will not refresh Rest or Rage effects; however, unaffected enemies can be acquired within the targeted area.
- Subsuming Equinox to the Helminth will offer Rest & Rage and its augments to be used by other Warframes. The Rest or Rage versions are determined by the Warframe's primary emission color.
Augment
- Main article: Calm & Frenzy
Calm & Frenzy is a Warframe Augment Mod for Equinox that aids her in spreading the effects of
Rest & Rage. Enemies slain while affected by Rest & Rage spreads it to others within close proximity, for the remaining duration.
Tips & Tricks
- Rest can be used for crowd control by using it on a large group of enemies, doing this will let you use stealth attacks on them while they are affected.
- Rest is not effective against Eximus units with active Overguard and thus cannot be put to sleep. If the active Overguard is removed, then the unit can be put to sleep.
- Rage can be used make Maim more effective by having the aura of
Slash damage do more and acquire more charge for a more powerful release.
- It is possible to activate stealth kill affinity bonuses on enemies using low-damage automatic weapons (ex.
Grakata) by casting Rest on an unaware enemy. Affected enemies can then be shot repeatedly and then killed without changing their unaware state, allowing for the affinity multiplier to activate.
- When combined with awareness of nearby enemies and sufficient duration on the ability, Rest can be paired with
Covert Lethality to great effect. Casting the ability on otherwise-hard-to-kill enemies -- single targets, or small-to-medium-sized groups -- opens them up to stealth attacks and finisher moves.
- Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (Hotfix 18.1.4 (2015-12-21)), because they do not trigger the finisher prompts.
- Except for the enemies immune to stealth finishers listed above, this combination works against all enemies, regardless of their alertness level prior to becoming a target of Rest.
- Note that mods that affect melee attack-speed will also affect the speed of Finisher animations, so using attack-speed mods in conjunction with
Covert Lethality -- rather than just using damage mods -- is advised. (If your strategy is to consistently kill with stealth finishers, it doesn't really matter how much damage your normal attacks would otherwise do.)
Info
- Equinox emits a crippling or empowering aura with a radius of
10 / 12 / 14 / 16 meters. Pacify & Provoke will remain active indefinitely until deactivated by casting
Metamorphosis, by running out of Energy, or by pressing the ability key again (default 3 ).
- Equinox utilizes different versions of the ability depending on her current form:
- Night Equinox emits a crippling aura that affects all enemies within range, reducing their damage up to
20% / 33% / 43% / 50% the closer they are to Equinox. While Pacify is active,
1.5 / 1.25 / 1 / 0.5 Energy is drained per second for each enemy within the aura.
- The damage reduction falls-off with distance.
- The aura is divided into 4 subsequent "rings", each with 1/4 of the total radius of the ability.
- The first inner ring grants 100% of the listed damage reduction.
- The second ring grants 83.33% of the listed damage reduction.
- The third ring grants 66.67% of the listed damage reduction.
- The fourth ring grants 50% of the listed damage reduction.
- The aura is divided into 4 subsequent "rings", each with 1/4 of the total radius of the ability.
- The maximum value of damage reduction is calculated through the following formula:
Modified Damage Reduction = 1 − [Base Damage Reduction ÷ (1 + Ability Strength)].- For example: With a rank-3 Pacify, and with a maxed
Intensify, Equinox reduces enemy damage by 1 − [0.5 ÷ (1 + 0.3)] = 61.5385%.
- The first inner ring will reduce enemy damage by 61.5385% × 100% = 61.5385%.
- The second ring will reduce enemy damage by 61.5385% × 83.33% = 51.28%.
- The third ring will reduce enemy damage by 61.5385% × 66.67% = 41.0277%.
- The fourth ring will reduce enemy damage by 61.5385% × 50% = 30.7693%.
- For example: With a rank-3 Pacify, and with a maxed
- Despite being a channeled ability, this does not interrupt energy regeneration from
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring and it is unaffected by
Ability Duration.
- Neither Pacify nor Provoke can activate channeling-based Incarnon Genesis perk bonuses.
- The damage reduction falls-off with distance.
- Enemies in range are highlighted in Equinox's energy color. Color intensity scales with distance from Equinox, with the nearest enemies glowing the brightest.
- Day Equinox emits an empowering aura that grants Equinox and all ally Warframes within range an additional
5% / 10% / 15% / 20%
Ability Strength. While Provoke is active,
5 / 4.33 / 3.66 / 3 Energy is drained for each Warframe ability cast within the aura.
- Unlike Pacify, the Ability Strength bonus does not fall-off with distance
- Ability Strength bonus cannot exceed 50% unless
Peaceful Provocation is equipped. Different instances of Provoke auras do not stack, only the strongest bonus will be applied.
- Provoke, after being affected by equipped Ability Strength mods, stacks additively with Ability Strength bonuses when applied to other abilities (e.g., with a maxed
Intensify, Equinox's abilities will gain 0.3 + 0.2 × 1.3 = 56% Ability Strength when cast while a rank-3 Provoke is active).
- In order to acquire the Ability Strength bonus from Provoke, allies only have to cast their abilities while inside the aura.
- Despite being a channeled ability, this does not interrupt energy regeneration from
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring and it is unaffected by
Ability Duration.
- The additional energy cost is only applied when abilities are activated within the aura, including Equinox's abilities. The energy cost is not applied for energy drains.
- Neither Pacify nor Provoke can activate channeling-based Incarnon Genesis perk bonuses.
- While switching to Night Form will deactivate Provoke, the armor and shield bonuses from
Metamorphosis will gain additional Ability Strength. As such, the additional energy cost will be applied.
- Aura radius is visibly determined by wave-like strings of energy orbiting Equinox.
Augment
- Main article: Peaceful Provocation
Peaceful Provocation is a Warframe Augment Mod for Equinox that increases the effectiveness of
Pacify & Provoke. Pacify converts damage done to Equinox and her allies into an aura that slows enemies by up to 40%. Provoke converts damage done to enemies within the aura into up to 15% bonus Ability Strength.
Tips & Tricks
- An ability strength of 250% is required to reach Provoke's maximum ability strength buff of 50%.
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Mend & Maim In Night Form, allies are healed with each nearby enemy killed. In Day Form, nearby enemies are bled and then subjected to a wave of slashing force. Introduced in Update 17.0 (2015-07-31) |
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Info
- Equinox calls forth the serenity of night or calamity of day, surrounding herself in an aura of moonlight's gleam or sunlight's glare with a radius of
10 / 12 / 15 / 18 meters.
- Mend & Maim expends
50 Energy to activate, then drains
3.5 energy per second while active. Mend & Maim will end when Equinox's energy is depleted, Equinox is incapacitated, Mend & Maim is deactivated by casting
Metamorphosis, or by pressing the ability key again (default 4 ).
- Equinox cannot gain energy from
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while Mend & Maim is active.
- 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 Equinox's energy while Mend & Maim is active.
- Equinox cannot gain energy from
- Equinox utilizes different versions of the ability depending on her current form:
- Night Equinox emits a regenerative aura that grants
10 / 15 / 20 / 25 Shield per enemy killed within range to Equinox and her allies inside the aura. Mend accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius. Upon deactivating Mend, all stored hitpoints are evenly distributed to the shields and health of Equinox and her allies within range.
- Shields gained from enemies killed can accumulate Overshields.
- The total amount of accumulated hitpoints is visible under Mend's icon beside Equinox's shield and health indicators.
- Hitpoints restored per ally is calculated with the following expression: HP Restored per Ally = Total Accumulated HP ÷ (Equinox + Number of Allies).
- When Equinox and her allies are healed, health restoration is prioritized over shield restoration (i.e., Mend will fully restore health before it can fully restore shields). This becomes apparent should there be an insufficient amount of stored hitpoints to completely heal Equinox and her allies within range when Mend is deactivated.
- Allies are only healed up to their maximum shields and health; therefore, any excess accumulated hitpoints are effectively lost.
- Affected allies includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- On Defense Objects, Mend restores up to 500 shields over 5 seconds which does not stack with similar restoration effects.
- Day Equinox emits a lacerating aura that deals
75 / 100 / 125 / 150
Slash damage with a 100% status chance and
Stagger to all enemies within range. Maim accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius as
Slash damage. Upon deactivating Maim, all stored damage is released in a violent burst that affects all enemies within range.
- Aura damage is affected by Ability Strength, while the damage conversion percentage is not.
- Enemies damaged by the aura are temporarily stunned.
- The aura damage, proc, and stun will only apply once to each individual enemy.
- Aura damage does not affect Objects, such as Storage Containers or Kubrow Dens, while releasing stored damage does.
- The total amount of accumulated damage is visible under Maim's icon beside Equinox's shield and health indicators.
- Upon deactivation the total accumulated damage is transformed into an area of effect
Slash damage, which bypasses obstacles in the environment, against all enemies currently within the aura. Damage diminishes with distance but is not divided among the enemies.
- AoE Damage (for each enemy) = Accumulated Damage × (1 - Distance to the Enemy ÷ Aura Radius)
- Damage calculation here is before enemy's damage reduction.
- Affected enemies are visually lashed by energy whips as they receive damage.
- Maim can be recast to apply the aura damage, proc, and stun on previously affected enemies; however, recasting requires deactivation which will discharge all stored damage.
- Aura range is visibly determined by the glistening wave-like energy on all surfaces around Equinox.
- Enemies in range are highlighted in Equinox's energy color at its highest color intensity.
- Cast delay of 2 seconds and deactivation delay of 1 second are affected by Casting Speed.
Augment
- Main article: Energy Transfer
Energy Transfer is a Warframe Augment Mod for Equinox that allows
Mend & Maim to remain active when switching forms via
Metamorphosis, transforming the stored damage OR health charge into the corresponding opposite.
Tips & Tricks
- Mend can easily acquire a sufficient amount of charge to heal any allies and recover shields.
- Mend & Maim will only absorb allies' damage on enemy health if a Warframe ability is involved.[citation needed]
- While active, Mend & Maim will continue to store damage even in operator mode.
- As Maim's Accumulated Damage release deals only
Slash damage and does not inflict status effects, it does not bypass Armor.
- Maim is, however, quite effective against the Infested as they possess no armor and, except for Infested Deimos, are vulnerable to
Slash damage.
- Maim is, however, quite effective against the Infested as they possess no armor and, except for Infested Deimos, are vulnerable to
- As damage accumulation/health conversion rate is not affected by Ability Strength, Mend & Maim wouldn't require high Ability Strength to be effective, especialy if built for effect upon deactivation.
- Note that Mend's shield restored per kill is still affected by Ability Strength.
Strength Mods | Duration Mods | Range Mods |
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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.
Warframe Stat Changes:
EQUINOX 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)