The Fragmented are monstrous conglomerates of lesser
Murmur Fragments that form powerful and formidable entities. As envoys of The Indifference, they are employed to sow chaos and tether down the mysterious Strands of Khra, the Void phenomenon associated with the very concept of causality, allowing their nightmarish master to travel across time.
The baseline bosses are known as the The Fragmented Suzerain, The Fragmented Anchorite, and The Fragmented Zelator, while the most powerful version is known as The Fragmented One. They are Assassination Bosses found on Effervo, Deimos, following the completion of Whispers in the Walls.
Behavior[]
The Fragmented have different types of special attacks depending on the variant that appears, but they all share a few basic attacks, followed with unique mechanics for each Fragmented. Multiple attacks will expose the Fragmented's headshot weakspots in the form of glowing teal spheres down its body, which will enhance all damage inflicted up by an additional Critical Hit tier (e.g. a yellow crit enhanced to an orange crit). Additionally, these weakspot counts as a headshot and will charge up any Incarnon weapons used to damage it.
Basic Attacks[]
Default attacks shared by all Fragmented.
| Attack | Description | How to Counter | Dispels, Disables and Magnetic (TFO-only) |
|---|---|---|---|
| Arm Swipe | Swipes at any nearby Tenno in melee range. | Avoid getting close to the Fragmented. | ✓ |
| Beam March | Projects four laser beams as a semi close-range move and marches forward. | The Fragmented will reveal its headshot weakspots in the form of glowing teal spheres. | ✓ |
| Ground Slam | Rears up and slams the ground, sending out four lines of hands in an X-pattern. The hands have tracking and will linger on the field for a while, inflicting |
During the charge-up, the Fragmented will reveal its headshot weakspots in the form of glowing teal spheres. | ✓ (Slam AoE) ✗ (Protruding Hands) |
| Burrow & Tide Summon | Triggered during the second phase. Burrows underground and then launches itself into the air to bodyslam nearby Tenno. Additionally, summons a large swarm of Murmurs. | Look for a moving dust cloud to determine the Fragmented's position. | ✓ (Body Slam) |
Special Attacks[]
| Attack | Description | How to Counter |
|---|---|---|
| Laser Blades & Flail | Creates two laser blades and spins them around, the lower blade rotating twice and the upper blade once. The boss then winds up a forward slamming flail that will inflict |
When it creates the flail, it will expose its headshot weakness spots in the form of teal spheres. |
| Siphon Shield & Knockback | Unleashes an arena-wide sphere that blocks incoming bullets and draws in nearby Fragments, before imploding and flinging away all enemies and players from the epicenter of the boss. | Move into the sphere to deal damage to the Fragmented. The boss will also reveal its headshot weakspot in the form of glowing teal spheres. |
Strategy[]
Phase 1[]
Tenno must acquire Atropos Probes and inject their serums into Vitreum scanners to scan for nearby Murmur Eyes. Up to three Vitreum scanners can be active at a time (other than the first Vitreum scanner, where only one can be active), each taking a minute to reveal the Eyes, which can be accelerated by killing enemies in the marked yellow objective circle.
Enemies within 10 meters of an active Vitreum will halt its searching progress. Additionally, Hurling Fragments may sometimes cover revealed Eyes, preventing their collection and accelerating their disappearance. However, they can be destroyed to acquire the Eyes.
Collection area is changed once 8 eyes and 18 eyes are collected. Once 30 Eyes (or sometimes 45 on bounties) are collected, the location of The Fragmented will be revealed.
Phase 2[]
To fight The Fragmented, the entire squad must locate a marked Murmur Eye shrine and interact with it to begin the encounter. After interacting with the shrine, the Tenno must then fight off an encroaching swarm of Murmur Fragments in the form of The Fragmented Tide. Once the tide is broken, the remaining Fragments will fuse together into a Fragmented, usually in one of three forms: the Anchorite, Suzerain, or Zelator. Which of the three spawns is dependent on the tile that the mission has generated: a narrow canyon will spawn the Anchorite, a wide open canyon will spawn the Suzerain, and a cave will spawn the Zelator.
The boss has two health bars. On its second health bar it will begin using special attacks and Murmur reinforcements will appear.
The Fragmented One[]

Manus Sumdali
There is an optional, but more challenging variant of the boss known as The Fragmented One, which can only be accessed by collecting 60 Murmur Eyes on The Steel Path. Upon starting the fight, there are a few special conditions that are activated:
- Fight level will be adjusted depending on how many players are present in the session. This will affect the level of the adds spawned.
- On solo session, enemy level is set to 225.
- On 2-player session, enemy level is set to 250.
- On 3-player session, enemy level is set to 275.
- On a full squad, enemy level is set to 300.
- Much like in Archon Hunts: Self-revives are disabled, Bleedout timer is reduced each time the Tenno has fallen down to a minimum of 5 seconds,
Last Gasp's drain occurs 2 seconds earlier with each use, and the mission will fail upon the death of all players. - Eximus variants of The Anatomizer, The Hollow Vein and The Severed Warden will continually spawn in.
Upon its defeat, in addition to its usual drops, the One will yield a single
Steel Essence and a unique reward: the Manus Sumdali.
Summary[]
- Phase 1: Use Atropos Probe to activate Vitreums and collect 30/45/60 Murmur Eyes to spawn the boss.
- Phase 2: Face off against the Tide and The Fragmented boss.
Notes[]
- During certain attacks, a Fragmented may reveal their weak spots in the form of glowing cores in the middle of their body.
- Much like the Ropalolyst, defeating the Fragmented does not anger the (Shadow) Stalker, and therefore players will not be marked for killing it.
Trivia[]
- The lesser Murmur Fragments that make up the Fragmented consist of two Lumbering Fragments and four Shuffling Fragments.
- The Fragmented appearing in the Whispers in the Walls demo during Tennocon 2023 is named "The Fragmented One", yet appears and behaves like the Suzerain that appears in the final game.
- Currently, The Fragmented One is the only Steel Path-exclusive boss.
- A Suzerain is a term used to describe an overlord, usually of multiple vassal or tributary states.
- An Anchorite (ἀναχωρέω, anakhōréō, "I withdraw, retire," female: Anchoress) is a term used to describe a person that withdraws from secular society to pursue a prayer-oriented life, and are required to take an vow of stability of place, often a cell attached to churches.
- A Zelator is a term to describe a zealot, a person fanatical and uncompromising in their beliefs.
- The developers collectively refer to The Fragmented as "Octopedes" on occasion, and related in-game assets refer to them as such.
Gallery[]
Patch History[]
Hotfix 35.5.1 (2024-03-27)
- Fixed several script errors (notably while riding Merulina/controlling Necramech) in the Effervo, Assassination mission on Deimos.
Update 35.5 (2024-03-27)
- General Albrecht’s Laboratories Changes & Fixes:
- Yareli will now be automatically dismounted from Merulina when injecting Atropos Probe to the Vitreum scanners.
- Weapons will now be hidden during the animation to inject the Atropos Probe into the Vitreum scanner.
- Fixed Atropos Probe stands not updating their light from green to red if picked up by Yareli while riding on Merulina.
- Fixed Atropos Probes not appearing in Yareli’s hand for several seconds after if picked up while she’s riding on Merulina.
- Fixed being unable to throw Alchemy Amphors while riding Merulina.
Update 35.1 (2024-02-20)
- Vitreum scanning duration now scales according to squad size in the Effervo Assassination mission:
- Solo player: 30 seconds
- Two players: 27 seconds
- Three players: 24 seconds
- Full squad: 20 seconds (this was the original duration for all squad sizes prior to this change)
- Added an eyelid to the Vitreum that reacts based on its various scanning states.
- Fixed the maximum number of Vitreums that can be activated simultaneously in the Effervo Assassination mission not scaling based on Squad size if started from Sanctum Anatomica’s navigation.
- Fixed enemies continuing to spawn outside of The Fragmented’s arena (Effervo, Assassination node) after Host Migration.
- Fixed Murmur Eyes visually lingering after killing their Hurling Fragments with damage over time effects at the same time they expire.
- Made tweaks (pacing, repeat frequency, etc.) to the audio transmissions in the Deimos Assassination (Effervo) mission.
Hotfix 35.0.9 (2024-01-17)
- Tweaked the Vitreum seeking alarm sound FX duration in the Assassination, Effervo mission to match the pulsing VFX.
- Fixed the Operator’s head doing a 180 twist while placing an Atropos Prove into a Vitreum in the Assassination, Effervo mission.
Hotfix 35.0.7 (2024-01-09)
- Changed the required amount of players needed to start the Effervo boss fight from all squad members to half. This addresses feedback that the boss fight could take a long time to start (and potentially result in Host migrations) if players were off collecting Voca, resources, etc, instead of moving to the boss zone. Players outside of the zone will now be teleported into the arena once activated.
- Fixed the maximum number of Vitreums that can be activated simultaneously in the Assassination, Effervo mission not scaling based on Squad size.
- Fixed damage type icons appearing next to the “Vitreum Seeking” UI in the Assassination, Effervo mission instead of “A, B, C…” to indicate which Vitreum is active and where.
- Fixed Murmur Eyes not despawning after its timer has run out in the Assassination, Effervo mission.
Hotfix 35.0.5 (2023-12-21)
- Fixed various Abilities not respecting Boss immunity status on all Octopede bosses.
- Octopede bosses are now more in line with other enemy bosses.
Hotfix 35.0.4 (2023-12-20)
- The Fragmented Trio (Anchorite/Suzerain/Zelator) will now search out cloaked opponents if they sense a hiding enemy nearby, instead of just giving up.
- Now, these enemies will use their area-of-effect attacks to find you if they sense you're hidden nearby!
- Adjusted the Fragmented Trio's beam attack to better match its effects.
- Adjusted secret boss’s Cascading Fragmentation ability to deal more damage and scale more aggressively, but be triggered later in the fight.
- Fixed secret boss not dropping Stela.
- Fixed Titania still being able to float if Razorwing was disabled in secret boss fight.
- Fixed Steel Path Effervo Assassinate enemy level calculation to be more consistent.
- Fixed various crashes related to host migrations on Effervo (Deimos).
- Fixed The Murmur Assassination (Effervo) 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 Vitreum scanner is deployed on Effervo
- Fixed Vitreum scanner dispensers still rotating towards players when they are inactive.
Hotfix 35.0.3 (2023-12-18)
- Added markers to the rewards dropped from defeating The Fragmented Trio.
- Fixed Loki’s Irradiating Disarm causing several issues to the Fragmented enemies in the Whispers in the Walls Quest and the Effervo, Deimos mission.
- Fixed revives being reverted after Host Migration in a secret mission variant where they are disabled.
- Fixed boss in secret mission variant being named incorrectly for Clients after Host Migration.
- Fixed Mocking/Scathing Whispers being killed immediately upon spawning the Fragmented Trio on Effervo (Deimos).
- Fixed Xaku’s Grasp of Lohk not targeting The Fragmented Trio.
- Fixed a script error with The Fragmented Trio.
Update 35.0 (2023-12-13)
- Introduced.
| Collapse | |
|---|---|
| Fragments | Hurling Fragment • Lumbering Fragment • Rupturing Fragment • Shuffling Fragment |
| Constructs | Gruzzling • The Anatomizer • The Hollow Vein • The Severed Warden |
| Rogue Necramechs | Rogue Arcocanid • Rogue Bonewidow • Rogue Culverin • Rogue Voidrig |
| Bosses | |
| Whispers | Mocking Whisper • Scathing Whisper |
| The Fragmented | Anchorite • Suzerain • Zelator • The One |



39 comments
I think i just found out the fragmented one has 100,000,000 health. i dealt i think 50 million damage and it was only half it's hp.
Loot?
In my experience even while spamming bullet jumps and keeping distance, the steel path variant just does damage. Can't avoid it, you just take damage. Then you die. Great boss, but somethings off.
Might be that you're getting caught by the hands it can summon by slamming the ground. they're not exactly invisible, but they're the same hue as the arena and can blend in with the darker walls, and I've found that it's easy to gloss over them when I'm trying to engage with the actual boss itself.
Can be cheesed by constant bullet jumping. You need big dmg though to kill it.
Is there a way for us to find out what the damage type to his beam abilities? I figured it was void damage but knowing DE, who knows unless it data mined.
Try adaptation to identify its abilities damage types.
Is there any warframe ability that isnt affected by this nullify/dispel?
Abilities that aren't cast on the frame themselves, like Octavia's resonator.
Mesa's shatter shield will not be dispelled
Is this boss immune to Mecha Empowered?
I did not test it, but I assume he is immune as he is "untargetable" for most target abilities.
Kinda minor, but the slam attack that spawns hands...those hands bypass mesmer skin. Cannot kill, of course.
Adding: Slam does just slightly over 0.5 million on normal mode...and just over 2.5 million on steel path. Big ouch.
The 60 eyes reminds me of dark souls a lot. The DS bosses can be actually avoided by dodging, which is true for this, but you have i-frames when dodging. Here we have shield-gating, a mechanic that forgives you for being hit but cannot be exploited endlessly with the recent update. The devs did not want people to exploit decay keys so now we have no way to generate enough i-frames without having enough shields. 1 shield can save your ass, it cannot save you again without the delay mods. This is why arcane aegis on hildryn works so well. What kind of boss design FORCES you to use two specific frames, either hildryn for solo or styanax for squad?
Like DS bosses, you can read the boss's movements and dodge out of the way. The problem is, if your device's hardware isnt good enough, which is probably like a large part of the playerbase, your frames take a massive dump. No other part of the game does this so I could run high graphics literally anywhere else and this one map, which probably isnt optimized, kills the fps. So its a bit harder to read the mechanics when the boss moves like a stick-figure animation.
This boss also has a damage cap, which is not a problem, just bring a gun with high fire rate and just enough damage to meet the cap. The insides will improve your crit tier, which helps you meet the cap, but it throws the zariman incarnons under the bus if you use a non-crit build. Also with how much the boss moves around, and how much ehp it has, you have to look at the weakspots for a long time while dodging and moving around.
Ive played bosses like these in other games, they somehow made them a lot more fun. Dodging and hit-it-till-it-dies are very common boss mechanics but the reason people are complaining is because this boss does not belong in this game. Almost all high damage mods are useless, almost all status mods are useless, only bring a few damage mod and fire rate and ammo. And suffer a lot because this boss is part of the event
You can still shieldgate fairly easily on most frame with Catalyzing Shield tho? I don't understand that rant.
Also, soloed the One variant with Nezha, Baruuk and Mag. I can't say I had a particularly good time, boss is a massive sponge due to attenuation, but it's doable, and I didn't feel like I was in much danger at any time. I found the Rogue Voidrigs attacks in the Eyes collection section much more disruptive and dangerous tbh.
I beat this with Titania on solo. You are absolutely not required to only use those two frames.
Ditto on the last, just did this solo with gauss
Just soloed with mag, her 3 was the goat in that fight
I am wondering why so many comments complain about "this boss removes core warframe mechanics". What exactly does it remove?
TL;DNR:
Effervo stage (eye collection) is excellent.
Effervo boss is aptly described like this.
The “mission” you mention is actually excellent. It’s all about utilizing Warframe’s parkour system and speed. There is nearly limitless room for improvement, as mobility and mob-pulling & killing skills can be utilized to improve your results. Your only limit is your ability to build and coordinate.
60-eyes and other “The Fragmented” are the opposite. They sit there waiting for you to grind down their scripted health bar (you may need to research more, if you’re not aware of DPS being capped differently from the rest of the main game) with patterns that demand little more than “hop once, slide, and walk 15 paces to the left.” It even has a low ceiling, limiting mobility options rather than encouraging mastery of them.
And that’s just it. We were yearning for “difficulty” that rewarded mastery of Warframe’s tools, not to have the tools taken away.
I guess as I write 'big' paragraphs it's only fair to make a tl;dr too:
I enjoy eye collection too, it's calm and simply put, great.
Boss fight might be more of a hassle, but it's not that different from collecting eyes. You jump around to avoid dying, timing and mobility is necessary for that.
I didn't find anything about a "scripted health bar".
The ceiling with forced downdraft sucks.
We should move this conversation to a blog entry if needed. Though I can't say how active I could be on that.
I don't really see why you hype the collection stage that much when you dislike the boss. You cannot fail collecting eyes, you can even suck at parkour or just use Void Dash to stay invulnerable. You can try to shorten the search timer, but it's neither necessary nor that hard. Even with standard killing strategies you rarely take more than 5-6min in SP to get 30 eyes + Void Angel done. Even when you're basically collecting eyes alone.
It seems like you don't want to change your terms of stuff being "taken away". I am not sure why you are so stuck to that, besides the feeling I get, that you desperately want to hate the boss. I have no clue what you mean by "scripted health bar" or how this is supposed to be downgrading the boss, I also didn't find much when going through some reddit threads and google search results.
The ceiling really does suck, I agree. Most terrible when playing Zephyr, though it also depends on what boss room you get. But you don't have to bulletjump 30-50m. The only horrible ceiling is the one where you get just pushed down when you jump or fly into it. The boss room with the hole in the ground just makes things a bit more difficult to handle.
For the boss you need to optimize your dps and loadout. You also do need mobility/parkour. If you'd need to optimize for mobility only or aswell, then that would just leave other people out, same as with how this one is designed. You won't be able to create a boss that "everyone can do" and "is very challenging and hard" and "gets liked by everyone". So we're at a point where it only comes down to personal preference. I wouldn't mind talking about that further, as this boss could be improved greatly in my opinion, but we should probably start a blog entry then. This starts to convolute the comment section a bit. My reason after all was to engage with the arguments only and not the boss run itself.
No need for more, let alone a blog post.
You asked what mechanics it removed, and you have since been told. You can read about the damage attenuation in the hyperlink in the clarification reply. The purpose of your parent comment has been accomplished.
And honestly, I could do without the ad-hominem, such as “you desperately want to hate the boss.” Does not make me inclined to extend our discourse.
I'm sorry if that offended you. The remark was not supposed to be an argument, just my opinion on your wording. But I guess we are talking past each other regarding that.
The hyperlink only brings me to the paragraph here on the wiki. That's exactly what I meant with "damage attenuation" and that it's been in the game for years.
Anyways, as you said, the purpose of my parent comment has been accomplished. More would probably just be moving in circles. Thank you for the little talk.
Does Citrine's fourth ability creat crystals on it?
I didn't notice any growing on it.
Scourge really helps with this questionable-hitbox boss
My first encounter with The Fragmented One: His first attack surprisingly caught me in mid-air. My 11k Inaros slid straight into the sarcophagus... ^^
Me too, as 1500% vex armor chroma. A questionable death. but an acceptable one :v
Sooo this boss would it be immune to the zariman incarnon 2000 perks similar to acolytes
From what I can see, the boss is not "immune" to the 2000% damage evolutions that Felarx, Laetum, and Phenmor. The problem is if you're aiming at the center of it when it opens up, the flat increase to crit tier makes the 2000% dmg evolutions unable to proc.
It's not "horrible" in and of itself but it does mean if you're gonna use Felarx, don't aim for the center of it. Best bet is aim somewhere towards the back legs that it stands on normally.
Or you could just use a different weapon (i.e. I use Strun Prime incarnon in it's normal mode for Steel Path 30 eyes. Not the best weapon for it but I like Strun Prime and it does fine enough in my experience).
The bullet attractor proc really helps with those things. But it came off with sacrificing a slot...
I've seen some guys teaking the SP 30 eyes version in under 15s counting animations, if one is reading this, may i ask what's your build?
One day, they will make a boss that does not throw the game's core mechanics out the window.
One day.
Profit-Taker and Eidolons were good imao.
"core mechanics" and bro cant bullet jump to dodge attacks
Attack dodging being very doable (and basically necessary) on Fragmented is Warframe mobility well-implemented. By contrast, being utterly untargetable by abilities, disregarding certain status effects but (not related to damage type susceptibility, and invalidating other statuses alongside damage building in general via damage attenuation and cap, is not good implementation of game mechanics.
Eidolons were not good, having similar issues of essentially locking out most mechanics. You cant use your “enemy takes more damage” debuff so you have to go farm a “you deal more damage” instead. Except Madurai, whose damage debuff does work if I’m not mistaken. No Zenurik headshot bonus for you, though. In fact, if you headshot with an explosive amp, you’ll do less damage than a bodyshot.
Profit Taker did alleviate this problem, since they gave it such lethal adds that cc and targeted abilities actually had a purpose despite not working on the boss itself. Many facets of Warframe’s gameplay and one’s own preferred playstyles can be utilized to handle a major facet of the fight.
A.K.A. "I hate when I can't one-shot a boss"
What is bro talking about, there's plenty of mechanics you have to utilize with this boss lmao.
Finally we got a real end-game content, hope to see something like this more
Is it really end-game content when it's always more like "find the cheese"?
Because bruh, Nyx cheese on this boss is insane.
Idk... not sure if ignoring literally all the fundamental mechanics of the game except moving is good end-game content...
What is the nyx cheese?
Styanax can solo the 60 eyes version comfortably. Didn't even change my usual build. His overguard doesn't get removed by nullify so it's an easy cheese.
Ability dispell on every move, damage reduction, status immunity and trigger_hurt attacks.
Good boss design. Fun game.
Warframe is not a big MMO. This mechanic makes sense in a game like WoW where you have to gather a lot of people for a raid, You could just add more HP instead of damage reduction and it would have the exact same TTK perfomance. The main purpose of this DR is to go back to small numbers so that everyone easily understands what works and what doesn't.
Warframe only has squads of 4 and the game is designed first and foremost to be playable Solo. Besides that, the boss literally just disregards most of the game's mechanics. Survivability via abilities? Disabled. Shieldgating? Hindered. Player being immune to Magnetic? Ignored. Oh, and the boss itself is immune to status effects and debuffs, so the only way to improve your TTK is to deal more damage. The whole fight is literally Player DPS vs Boss; EHP when played fairly. That's just shit design. If your DPS is bigger, you win.
oh no i actually have to dodge instead of pressing Invincible Button + M1, game is shit now lmao
Imagine being so bad at a game you think its normal and expected to be bad at the game rather than learning a boss' mechanics.
Watching these people cry over having to use 2 more brain cells is so cathartic
Can cheese with any frame if you have vazarin protective sling. melee works extremely well
At this point, this whole game is made out of cheese.
They only way to win is not to play. New mechanics are so poorly thought the only way to engage in them is to look for a way to avoid them completely. Which seems fitting because the devs aren't including them in new content anyway.
What damage type are the attacks? The mod Shock Absorbers might do well if they're only physical?
20% DR is normally not worth a mod slot, adaptation, or steel fiber would be a much better choice.
You could use those... AND Shock Absorbers.