Alchemy is an endless Mission type introduced in Update 35.0 (2023-12-13). The Tenno are tasked to mix and create secondary elements using special vials of primary elements.
Access to this mission requires completion of the Whispers in the Walls quest.
Mechanics[]
Players are instructed to mix a chosen secondary element ( Blast,
Corrosive,
Gas,
Magnetic,
Radiation, or
Viral) within a Crucible, by acquiring Amphors dropped by enemies that contain a primary element (
Heat,
Cold,
Electricity, or
Toxin). The Amphors can be thrown via Alternate Fire and can also be used to damage enemies.
Once the gauge of the two primary elements reaches 100%, a Conversion Progress gauge and a pressure gauge appears on the left side of the HUD, and players receive a temporary damage bonus of that secondary element. The Tenno must keep the pressure gauge within the brackets by shooting marked Distressed Pipes. Over time, the required range marked by the brackets will shift, meaning Tenno must only vent pressure when necessary. A Rotation is completed after the Conversion Progress reaches 100%. The reward structure is AABC.
After completing 4 rotations, stronger enemy variants denoted by the prefix Elemental will begin to spawn, along with an increased rate of Eximus units.
Rewards[]
A | B | C | |||
---|---|---|---|---|---|
![]() |
22.5% | ![]() |
25% | ![]() |
20% |
![]() |
17.5% | ![]() |
17.5% | ![]() |
16% |
![]() |
15% | ![]() |
7.5% | ![]() |
16% |
![]() |
10% | ![]() |
7.5% | ![]() |
12% |
![]() |
5% | ![]() |
7.5% | ![]() |
12% |
![]() |
5% | ![]() |
7.5% | ![]() |
12% |
![]() |
5% | ![]() |
7.5% | ![]() |
6% |
![]() |
5% | ![]() |
7.5% | ![]() |
6% |
![]() |
5% | ![]() |
7.5% | ||
![]() |
5% | ![]() |
5% | ||
![]() |
5% |
Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.
Notes[]
- The overall mechanics for the Conversion Progress is the same as the Empyrean-exclusive Volatile missions, except that in Alchemy missions players do not fail the mission if the gauge hits 100%.
Patch History[]
Update 36.0 (2024-06-18)
- Slightly reduced the amount of Amphors required to fill up an element in the Crucible for Squads of 3 or 4 players.
- Updated the damage type icons to their colored versions to improve visibility in the following UI areas (not exhaustive):
- Alchemy mission HUD (including icons over Amphors)
- Fixed the Distressed Pipes in Alchemy missions not properly resetting after being destroyed with a high damage weapon, which could lead to a halt in mission progress.
- Fixed Clients spawning outside of the map in Alchemy missions if the Host loaded in through their Orbiter and didn’t move.
- Fixed subsequent Alchemy Crucibles sometimes spawning in the same room as the previous rotation.
Hotfix 35.5.7 (2024-04-17)
- Made audio mix adjustments for the Amphor pickup, aim and throw sounds in Alchemy missions. This should help these sounds be more audible during tense encounters.
Hotfix 35.5.6 (2024-04-10)
- Fixed the possibility of Distressed Pipes in Alchemy missions spawning under the floor in the new tiles that were released with Dante Unbound - making them untargetable unless with Slam Attacks.
Hotfix 35.5.4 (2024-04-05)
- Fixed the splash sound FX from throwing Amphors at Crucibles being heard throughout the level.
Update 35.5 (2024-03-27)
- General Albrecht’s Laboratories Changes & Fixes:
- Crucibles in Alchemy missions will now dissolve in/out instead of just spawning/despawning out of thin air.
- Fixed Host using the wrong throwing animation to toss Amphors at Crucibles in Alchemy missions after Host migration.
- Fixed being unable to throw Alchemy Amphors while riding Merulina.
- TOP FIXES
- Fixed various SFX not being replicated for Clients in Alchemy missions.
- Fixed being unable to Solo extract from Alchemy missions.
- GENERAL FIXES
- Fixed the objective and required Elements waypoints on the Crucible in Alchemy missions overlapping with one another.
Hotfix 35.1.1 (2024-02-21)
- Fixed not receiving rewards after completing the first rotation of an Alchemy mission, as reported here.
Update 35.1 (2024-02-20)
- Fixed only 3 Acolytes spawning in total during Steel Path Alchemy missions.
- They will now continue to spawn in intervals as they usually do in endless mission types.
- Fixed Host migration causing the next round of pressure vents in Alchemy missions to spawn far from the Crucible’s location.
- Fixed Clients switching to their Primary weapon after throwing an Amphor in Alchemy missions instead of their Secondary if they had it equipped upon picking up the Amphor.
- Made tweaks (pacing, repeat frequency, etc.) to the audio transmissions in the Deimos Alchemy (Cambire) mission.
- Made an extremely minor tweak to Eximus units spawn timing in Alchemy missions so that they spawn a tad faster.
Hotfix 35.0.9 (2024-01-17)
- Fixed heat vents in Alchemy missions spawning very far from players.
Hotfix 35.0.7 (2024-01-09)
- Improved spawn rates of The Anatomizer and The Severed Warden enemies in Alchemy Bounties. Particularly to address the issue of being unable to complete the “Kill X Flying Enemies” Bounty Challenge.
Hotfix 35.0.5 (2023-12-21)
- Fixed incorrect throwing animation during the Alchemy mission if you re-joined the squad due to a Host Migration.
Hotfix 35.0.4 (2023-12-20)
- Fixed Alchemy (Cambire) missions on Deimos not having session lock checkpoints. Now players will not be able to join your squad once the following objectives are complete in your missions:
- After the first Crucible is filled on Cambire.
- Fixed enemy levels not increasing over time in Steel Path Alchemy missions.
- Fixed using the wrong throwing animation upon rejoining an Alchemy mission.
- Fixed Saryn’s Molt, Titania’s Razorwings, and Loki’s Decoy spawning Alchemy amphors on death.
Update 35.0 (2023-12-13)
- Introduced.
29 comments
What determines the percentage fill per amphor?
From what i've noticed its random.
After reading your question i ran few missions solo to check.
The least an amphor added was 8% the most was 25%, but most often around 11-14%.
It didn't matter if the gauge was close to 0% or 100% nor how much the other element was filled.
But damn, 8-25% spread is pretty crazy, didn't expect that.
Alchemy on Steel Path after round 4 is the only time Warframe has managed to give my PC some framerate issues. Honestly if I stuck with it I might go blind - And that was only tapping out after two C rotations. Definitely turn down your effects. Also consider restarting the match when you finish rotation C and they start sending Eximus spawns in bulk. Is there a reason to keep going? I'm not seeing one. Eximus abilities get insanely cluttered and laggy. Lastly, play it solo. In a group, most enemy spawns can get stuck in some places, and it can take a ridiculous amount of time per round if not everyone's doing the objective.
Anyone reached level cap from this? Trying to find an alternative stress test than void cascade since I suck at that
Why is it obligatory in every update to add more useless game modes that no one knows how to play and won't ever interact with?
Just because u don't know how to play doesn't mean others doesnt, Likewise just because u don't interact with the specific mission doesn't mean others doesn't. Just my 5 cents
That ain't 5 cents, my guy, that a whole ass buck, cuz that point is cash money.
OP is the kinda guy who could love to do defence missions until the death heat of the universe.
I just did my first alchemy run after a two-years haitus and... well... the game mode is pretty self-explanatory even without listening to or reading anything at all. Just look at the symbols and your own minimap. The valve release might be a bit confusing at first, but then again, just look at your own minimap and the gamemode unique ui element and start experimenting.
Do some people forgot that they can just go wild and experiment the crap outta video games these days?
Why
Can't
I
LEAVE???
Freaking hell I tried to do this quest but I did 2 rotations (2 times) and I couldn't leave.
I needed to F4 to leave because I had something to do.
So is it intentional that you can't see a damn thing once the special eximus units start spawning? There already appear in droves, and then each one tosses out like a dozen damage zones that are each as bright as the sun.
There is an accessibility option like "Visual effects intensity" in the settings, try lowering that.
I got 200necracoil from 12round, where else it drop other from the table? or how any bonus work? I don't have any booster or smeeta active during mission.
Anyone else not receiving rotation rewards after extracting?
Didnt get any rewards after extracting
Don't rely on support, at least for Brazil, they will say "this bug is well known bla bla bla" those copy paste shit
Brazil is gay
Correction: gay is Brazil
I might be wrong about this, but I think the acolyte spawn limit only resets when you get back to the orbiter as opposed to extracting to the sanctum; I've been farming tennokai mods, leaving at wave 4 each time, and I haven't seen them since the first alchemy mission.
Solo it is.
Might as well solo for Rotation C until they fix a forced extraction for all players
Worth mentioning that currently on Steel Path Acolytes will only spawn a maximum of 3 times in Alchemy. It’s a known issue and hopefully we get an interim patch to fix it before March…
Likely deliberate. This is the only endless mission type with no fail states and with endless enemy spawns, after all.
Fixed now
Despite being an endless mode when others leave you are extracted too. Solo it is.
Indeed, i don't understand WHY leaving squad isn't possible when it already exists on open world areas.
Love this game mode. It feels like I'm playing Survival but I have no timers and I get to toss element bombs everywhere. Enemy density is not bad on SP as well even when running it solo, it could be higher but I understand DE trying to avoid too much screen clutter with all the glowing amphors littering the floor.
Also, it's cool how the whole thing just turns into an Eximus party at some point lol.
I've been running this solo recently but even in the few times I've played it in a random squad, the eximus density feels like it shoots way up after completing 4 mixtures (one full rewards rotation), and you start seeing specifically the Netracell Eximus variants of the Arcocanids and Culverins in very high quantities. Definitely turns into an utter madhouse at that point.
Just a quick tip for people struggling with this mode solo - use Vauban/Vortex. Drop 2 Vortexes near the mixer and all the mobs drop the amphorae around the vortex. Drop the next set of 2 Vortexes at a different location in order to move the visual clutter and to actually "see" the drops, Rinse and repeat. Found the best way to handle the pipes is in operator mode and 777. Use Arcane Nullifier to limit the effects of energy draining. Normal mode is very easy this way, SP may be a chore depending on the room and I often had nemesis spawns in very quick succession - less than 2 minutes, guess this may be a bug.
Have a great day!
Good practical tips, thank you.
Friggin' hell, I really wish people would stop leaving before we get to the C rotation.
Wish for a better game design. This is an endless mission and should be treated as such (likewise a classic Survival mode, where the ones who extract are the only ones who are at the extraction point; or a Defense mission, be it Mirror or classic, both modes where you have a possibility to stay at the mission regardless of anyone else who wants to leave, those ones should set default to extract when there's no player input though instead of forcing staying in the mission). Actually, more than that, tilesets like the Zariman and the new nodes introduced with this update come with syndicate medallions inherent to them, the right design decision is to make every mission on those tilesets to be solo-extraction, including on Exterminate and Assassination nodes, since players may want to stay to get said medallions, I also argue this decision should also be extended to the classic syndicate missions where there are medallions to grab.
I just found out now that even though im host when other people wanna leave im also being pulled to extraction ffs...
That is why it's best to go solo.
Is the drop table any different for Steel Path?
It is always the same on all mission types with Rotation drop tables.
Nekros's desecrate does NOT seem to force more amphor drops. Between low amphor drops when the crucible is halfway filled, not enough spawns, each amphor contributing little of the total %, you'd think that more loot abilities are mandatory but no you cant use them. I watched 30ish enemies corpses poof into some generic loot I have a million of but no amphors. Also trying to pull enemies close to hit them with the specific element amphor with mag's subsume is glitched. Sometimes they seem to blink in and out of existence when you Pull them
Nvm I just saw that you can only hit one enemy with one amphor. That is...
Fixed, they have area now
While I absolutely love the idea of this mode, there are also some extremely game-breaking bugs baked in with it and its bounty version.
Hitting enemies with a specific amphors 15 times and needing a direct hit is absolutely stupid. Especially if said amphor type doesn't actually come up in the mixer at all (and thus, nerfed drop rates for that specific type.)
There's also a game-breaking bug where it might spawn distressed pipes in totally different rooms, 1000+++ meters away in a big loop around the entire map. By the time you get to the bugged room in question to blow all the pipes, its not enough AND it'll spawn a new set on the other side of where you just arrived again. This makes it outright impossible to complete solo.
How hard is it to just lock pipes to the exact same room as the mixer thing? Seriously.
It's actually not impossible solo, they need to fix the bug with the tubes though, I think it has something to do with the rooms overlapping and it thinking they're closer than they really are. But the completion meter does go up, as long as the pressure is not at 100% which will halt it entirely, but breaking one tube will bring it under that, for a time regardless, it will take a while though since it's quite annoying to get it back down to the right spot but they'll fix that.
Anyone know if drop boost (Nekros desecrate, hydroid, etc.) works on dropping amphors ?
Haven't tested, but i think it works for similar stuff so it should?