Edit Tab Test your luck with the dice-maiden. Koumei weaves fate to unleash damage and ensure her survival. To the virtuous, she is an oracle. To the wicked, a perilous game of chance. Every 60 seconds, one of Koumei's weapons will inflict random Status Effects for 60 seconds  Kumihimo  Omikuji  Omamori  Bunraku Fate Manipulation, Gambling, Puppetry, Shrine Maiden  Cold  Omamori  Bunraku 10,000 https://www.warframe.com/droptables Test your luck with the dice-maiden. Koumei weaves fate to unleash damage and ensure her survival. To the virtuous, she is an oracle. To the wicked, a perilous game of chance. Release Date: October 2, 2024 Chance thy mortal fate. Unravel these tangled threads. Dare now cast my dice.Weave the strands of destiny as its seamstress, prophet and marionette. Raise the stakes and gamble the future of Origin, take a risk or many by lady luck's hand. Defy fate's preordained decree, repeat and escape its spiral unscathed as the Dice-Maiden, Koumei. Protect thyself with serendipitous charms, then bestow misfortune onto thy foes, so too shall they dangle on  Tenno strings. Koumei cast her dice on Update 37.0 (2024-10-02). Acquisition Koumei's main and component blueprints can be obtained from Shrine Defense on Saya's Visions, Earth. Access requires completion of Saya's Vigil and Once Awake. Alternatively they can be purchased from Koumei's Shrine in Cetus with  Fate Pearls, which are dropped by the Infested Oni at the end of Shrine Defense in quantities of 14-18 (20-24 on The Steel Path). Each component blueprint require 55 and the main blueprint requires 165, totaling 330 Fate Pearls for the whole set. Crafting Koumei also requires  Fate Pearls to craft; 24 per component and 30 for the main blueprint, to a total of 102 Fate Pearls. Lore Notes Trivia Koumei is the 58th unique Warframe to be released. Her name was first revealed during TennoVIP at Gamescom 2024 alongside her update title. She was officially revealed in a prerecorded demo during Devstream 181, held at the Tokyo Games Show 2024 live audience event. Koumei (幸命) is a portmanteau of the Japanese words 幸運 (kouun) and 運命 (unmei), respectively translating to "good fortune" and "fate". Koumei's ability kit is the first to completely use Japanese words for their names, each with a unique meaning: Kumihimo (組紐) refers to a traditional style of Japanese braids and cords. Kumihimo was prominently used by samurai, where almost 1,000 yards of these braided silk cords are needed to keep the metallic armor plates held together. Omikuji (御神籤) literally means 'sacred lot', and refers to fortunes written on slips of paper. Omikuji are commonly offered in Shinto and Buddhist shrines in Japan, where they're drawn in hopes of a good fortune. Omamori (御守り) literally means 'protect', and refers to amulets or charms in the form of brocade pouches with a prayer or sacred inscription and containing paper or wood. Omamori are said to protect the carrier on their journeys by providing various forms of luck and fortune. Bunraku (文楽) is a style of traditional Japanese puppet theaters. These are often performed with colorful puppets and marionettes controlled by puppeteers on or hidden in the stage. Koumei's health and armor values at max rank are 444, possibly referencing tetraphobia, a superstitious belief in certain East Asian cultures where the number 4 is considered unlucky. This also makes Koumei the second Warframe whose base attributes are not multiples of 5, after  Xaku. Unlike most of Warframes, Koumei requires only 24 hours to build, instead of 72 hours. When casting her abilities, Koumei speaks Japanese phrases as follows: Kumihimo: 糸を (ito wo / String) and 巻きつける (maki tsukeru / Wrap around). Omikuji: 2 patterns of 定めは? (sadame wa? / What is the fate?). Omamori: 2 patterns of 守り給え (mamori tamae / Be my protector). Similar to  Styanax and  Qorvex's unique walking sounds, Koumei's footsteps play high heels sounds. References Edit Tab Dare to tempt her fate, risk all in this game of chance, soon shall she succeed. Every 1 minute, fate selects one of  Koumei's equipped weapons to impart randomized Status Effects when dealing Damage for 1 minute. Koumei's primary, secondary, or melee weapon icon with a circle timer is shown beside her five dice above her ability icons. Can select weapon types that Koumei does not have equipped. Has no effect on Multishot. Casting an ability rolls The Five Fates, up to 5 six-sided dice displayed above Koumei's ability icons. The dice of fate randomly roll to one of their six sides, combining the plum blossom petals into a total number; the total dice roll determines the effectiveness of some abilities from a minimum of 1, to anywhere in between, to a maximum of 30. When rolling at least three dice in a triple 6 formation, known as Shadow's Trinity, the ability is amplified with a bonus effect. If all dice are fair (each of the faces has the same probability of landing facing up, ⅙ in this case), there is approximately a 3.55% chance of getting Shadow's Trinity. Koumei's Rank determines the amount of available dice: 1 Dice: Rank 0 2 Dice: Rank 2 3 Dice: Rank 6 4 Dice: Rank 12 5 Dice: Rank 15 The Five Fates dice appear to be weighted, granting a higher and higher chance to roll Shadow's Trinity on repeated ability casts.  Kumihimo: Damage is multiplied by the dice roll. Triple sixes causes all threads of destiny to apply one stack of each primary and secondary elemental status effect.  Omikuji: Immediately awards Koumei a Decree without needing to complete a challenge.  Omamori: Summons Omamori Charms whose number is determined by the total dice roll. Triple sixes grant Invulnerability for as long as one charm remains.  Bunraku: Entraps enemies in strings while applying random status effects, the number of stacks is determined by the total dice roll. Triple sixes apply the maximum number of status effect stacks (30) and extends the ability's range behind Koumei. Has no interaction with Helminth subsumed abilities. Abilities Input table not loaded. Javascript not loaded Result table not loaded. Javascript not loaded 125 Kumihimo Weave the threads of destiny. Enemies who touch the threads suffer a random Elemental Status Effect. A roll of triple sixes creates threads that inflict one of every Elemental Status Effect. Introduced in Update 36.0 (2024-06-18)  Strength:10 / 15 / 20 / 25 x dice roll (elemental damage)  Duration:6 / 8 / 10 / 12 s  Range:10 / 15 / 20 / 30 m (maximum travel distance)15 m (threads length)? / ? / ? / 13 (threads formed) Misc: ? m/s (star travel speed)Random elemental status effect on hit2 m (threads spacing)24 (maximum threads active limit)All elemental status effects on hit on triple sixes Info Koumei expends 25 Energy to guide a Weaver Star toward the reticle over a distance of 10 / 15 / 20 / 30 meters, weaving ? / ? / ? / 13 threads of destiny in the environment as the star soars. Each thread of destiny spans a length of 15 meters and remains active for ? / ? / ? / 12 seconds. Kumihimo threads inflict randomized elemental damage types with a guaranteed Status Effect on contact with enemies; elemental damage is equal to 10 / 15 / 20 / 25 multipied by the total dice roll number from Koumei's passive between 1 and 30. Eligible status effects inflicted by Kumihimo include: Kumihimo cannot apply the following: Weaver star flies toward the reticle direction on cast until reaching its maximum range, allowing threads to form in open air. If cast toward the ground, the weaver star floats along the horizontal surface and accounts for terrain elevation difference. If the weaver star hits a wall it will stop floating along the ground and ricochet off the wall continuing to form threads. Threads attempt to adhere to the walls and floors with a distance of 2 meters between each thread, but will try to catch enemies in their path as the threads form when possible. Each thread deals its damage and status only once per physical contact. To reapply the damage the enemy must first move away from the thread then touch it again.  Ragdolled enemies will rapidly take damage as long as they are touching the thread potentially causing hundreds of damage instances within a few seconds. Threads constantly emit elemental particle effects to denote their potential elements and become briefly invisible when players aim their weapons. Number of maximum threads is capped at ? / ? / ? / 24, achievable with multiple casts or from a single cast with ? / ? / ? / 157%  Ability Range. Creating additional threads will remove the oldest thread active, even if it was created within the same cast. Ability Synergy: When Koumei's Passive Five Fates dice roll score triple sixes, Kumihimo's threads of destiny become silver threads that inflict 1 stack of all types of elemental status effects to enemies on contact.Tips & Tricks Due to the hard to control ricochet and thread limit, builds with high range can potentially cause threads to form very far from the player and/or at high elevations(such as n the ceilings of tall rooms) where enemies will not be caught by them. 250 Omikuji Koumei glimpses a favorable future and the precise steps needed to reach it. Complete the challenge to earn a Decree. A roll of triple sixes grants a Decree without a challenge. Introduced in Update 36.0 (2024-06-18)  Strength:N/A  Duration:N/A  Range:N/A Misc: 5 / 8 / 11 / 15 % chance to earn rare DecreeRandom Decree awarded on challenge completeRandom penalty during challenge on unlucky dice roll5 s first cooldown10 s second cooldown20 s third cooldown35 fourth cooldown50 s fifth cooldown75 s sixth cooldown100 s seventh cooldown150 s cooldown capInstant Decree awarded on triple sixes Info Koumei expends 50 Energy to open an Omikuji sacred envelope, enacting its fated challenge as a bonus side objective shown below the mini-map. If Koumei's passive dice roll scores an unlucky number combination, a random penalty also afflicts Koumei during Omikuji's challenge. Hold down the ability button (default 2 ) to reject the challenge, causing Omijuki to begin cooldown. An Omikuji envelope opens at the center bottom of the screen to reveal the selected challenge, then fades away and displays in the objectives list. While rejecting a challenge, the time required to hold down the ability button is shown on the objectives list. An Omikuji unlucky dice roll is the sum of the dice number ≤ 12. Once the challenge is completed, Omikuji begins cooldown and Koumei earns a random Decree, with a 5% / 8% / 11% / 15% chance to roll a Rare tier. Decrees remain active for the remainder of the mission, and can be seen in the Pause Menu (default ESC ) to review their effects. Completing the challenge in Duviri will instead open the Decree selection window. Challenges and Decrees are preserved in the event of a host migration. Omikuji has an increasing cooldown after each use. The 1st cast has a 5 second cooldown. The 2nd cast has a 10 second cooldown. The 3rd cast has a 20 second cooldown. The 4th cast has a 35 second cooldown. The 5th cast has a 50 second cooldown. The 6th cast has a 75 second cooldown. The 7th cast has a 100 second cooldown. The 8th and all subsequent casts have a 150 second cooldown. Ability Synergy: When Koumei's Passive Five Fates dice roll score triple sixes, Omikuji instantly grants her a Decree without requiring a completed challenge. Fate randomly decides on the myriad of challenges and Decrees that Koumei foresees in her future: Kill #(Amount determined by the total dice roll. Higher rolls will yield lower kill count and vice versa) enemies with a condition... # represents a randomly assigned number: While sliding. While wall latching. Within 10 meters. From 20 meters away. While you are airborne. While they are affected by a status effect. When rolling triple sixes, the message instead says "Destiny aligns. Koumei seizes a decree." Afflicted with  Heat or  Toxin or  Puncture status effect. Status debuffs are refreshed to full duration when almost ending. Energy drain per second. General Damage Decrees Smoldering Strike: Melee Attacks are imbued with fire, dealing +70/140/210%  Heat Damage. +20% Status chance. Critical Frost: Critical Hits deal an extra hit with 40/80/120/160/200%  Cold Damage with Status. Bombastine's Malice: On headshots, 30% chance for enemies near the target will be inflicted with 30/60/90/120/150%  Toxin. Rising Agony: Critical melee hits grant +50/100/150% Critical Damage for 7 seconds. Venomous Touch: Every third melee attack deals 100/200/300%  Toxin Damage with Status. Critical Roll: After rolling, increase Critical Damage by +40/80/120% for 4 seconds. Majestic Strike: Melee attacks hit twice. Irresistible Bombardment: Each shot briefly increases fire rate by +10/20/30% cumulatively. Vicious Barb: Critical Damage is doubled. Deadly Momentum: Every second you are moving, gain 5/10/15% damage. Stacks up to 50/100/150%. Stacks steadily decay when you are stationary. Twofold Torment: Status Effects deal double damage. Duelist's Advantage: Your first shot after reloading deals +200/300/400% damage. Shattering Frost: Deal +80/160/240% damage to enemies affected by  Cold Status. Between the Eyes: On headshots, gain +50/100/150% damage for 3 seconds. Dueler's Outburst: On Critical Hit, gain +30/60/90% melee Attack Speed for 3 seconds. Hammer of Retribution: Ground Slam or Power Strike boost Attack Speed by +25/50/75% for 5 seconds. (Power Strike only applicable in Duviri) Fearsome Bonanza: Gain +20/40/60/80/100% Damage for every enemy affected by Status within 20m. Blazing Bombardment: Every fifth shot that hits its target launches a homing fireball at a nearby enemy, dealing 80%/160%/240%  Heat Damage and Status. Wyrmling's Aid: Shots deal an extra hit with 40%/80%/120%/160%/200%  Corrosive Damage and Status. Sythel's Outburst: On Finisher kill, Melee range is increased by 4m for 15 seconds and your Melee is imbued with 60/120/180%  Electricity damage. Storm Caller: 100/200/300% Magazine Capacity. Gain 1  Electricity Damage by every bullet reloaded to your weapon. 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. Salted Wound: Heavy Attacks deal an extra hit with +60%/120%/180%  Corrosive Damage and Status. Sweeping Blow: Melee Heavy Attack create a shockwave, dealing 60/120/180% damage. Swooping Miasma: Gain +3 jumps. Jump Kicks cause 300  Viral Damage and status in an area around hit enemies. Kexat's Pounce: Jump higher. Gain +60%/120%/180% damage while airborne. Effect wears off 2s after landing. Molten Mettle: On Finisher, deal 20%/40%/60% of enemy's maximum Health as  Heat Damage 10m around the target. Energy Economy Decrees Proficient Fighter: Drifter Ability cooldown reduced by 15/30/45%. Warframes gain +15/30/45%  Ability Efficiency. Morale Boost: With full Health, Warframe regenerate 5 Energy per second and Drifter's Transference bar fills 20% more. (Transference bar only applicable in Duviri) Bounce Back: On Warframe Ability cast, refund 25% of Energy spent. On Drifter Ability cast, the Transference bar fills 30% more for 6 seconds. (Transference bar only applicable in Duviri) Envious Economy: Casting an Ability grants a 30/60/90% chance for the next Ability cast to have no cooldown for Drifter or cost no Energy for a Warframe. Survivability Decrees Greedy Heal: Killing enemies restores 10/20/30/40/50% Health. Tactical Repositioning: After taking damage, roll immediately to recover 25/50/75% of the damage taken. Corrosive Grit: Each stack of  Corrosive grants 60/120/180  Armor, up to 5x, for 12 seconds. Tamm's Fortune: Finisher attacks grant +500  Armor for 10 seconds.  Armor boost triples for Warframe. Rain of Vitality: Enemies have +60% additional chance to drop Health Orb. Health Orbs increase  Armor by 80/160/240 for 10 seconds. Effect triples for Warframe. Marauder's Nerve: Reduce incoming damage by 3% per Decree up to 75%. Utility Decrees Temporal Acceleration: Casting Abilities boosts movement speed by +50/100/150% for 5 seconds. Assassin's Rush: On kill, gain 50% parkour speed for 7 seconds Ranger's Reload: Rolling reloads the equipped weapon. Nimble Gunner: Rolling grants 25%/50%/75% Ammo Efficiency for 4 seconds. Stable Stance: Gains 25% resistance to knockdown for each enemy within 20m. Grim Armory: On kill: 5/10/15% chance to refill the ammo for the currently equipped weapon. Warframe Ability Decrees 375 Omamori Surround yourself with Omamori Charms, each with a chance to have enemy attacks heal you instead of damage you. The number of charms is determined by Koumei’s dice roll. A roll of triple sixes grants invulnerability for the duration of your Omamori Charms. Introduced in Update 36.0 (2024-06-18)  Strength:0.5 / 0.65 / 0.8 / 1 x heal multiplier  Duration:N/A  Range:N/A Misc: 50 % block chance5 recast count3 s internal cooldownInvulnerable on triple sixes Subsumable to Helminth Info Koumei expends 75 Energy to surround herself in sacred Omamori charms, with the amount of charms summoned equal to the total dice roll number from her passive. Each charm lasts indefinitely until consumed by receiving damage, which has a 50% chance to negate an incoming enemy damage instance and convert it into Health with a 0.5 / 0.65 / 0.8 / 1 times multiplier; if Koumei's health is full, gain Shields instead that can overflow into Overshields. Once a charm is used, Omamori charms undergo a 3 seconds cooldown before another charm can be consumed. Charms float and orbit around Koumei. When used, a charm floats away toward the right while indicating the number of healing or shielding gained. Charms visually dissolve away when Koumei is aiming her weapons. Cooldown timer is shown beside the hitpoints indicator. Can be recast while active when 5 charms or less are remaining. Audible sound cues play when at five or no charms left. Ability Synergy: When Koumei's Passive Five Fates dice roll score triple sixes, Omamori charms glisten in silver and grant her Invulnerability until all charms from the same cast are consumed. Subsuming Koumei to the Helminth will offer Omamori and its augments to be used by other Warframes. 4100 Bunraku Wield your foe’s fate threads like the strings of marionettes. Koumei’s dice determine how many Status Effects foes in front of Koumei will suffer. A roll of triple sixes maximizes Status Effect stacks and extends Bunraku to enemies behind Koumei. Introduced in Update 36.0 (2024-06-18)  Strength:200 / 300 / 400 / 500  Puncture damage  Duration:5 / 10 / 15 / 20 s  Range:15 / 20 / 25 / 30 m Misc: 170° cone angleNumber of status stacks based on dice rollRandom status effects on hit3 s cooldown30 s status duration pause Info Koumei expends 100 Energy to bind enemies inside the player camera within a 170 degrees cone spanning 15 / 20 / 25 / 30 meters, entangling and lifting them up like marionettes with their fate threads. Entangled enemies are disabled for 5 / 10 / 15 / 20 seconds, while receiving 200 / 300 / 400 / 500  Puncture damage and randomized Physical and Elemental damage types with guaranteed status effects. The total stacks count of status effects are divided between different elements, based on the total dice roll number from Koumei's passive between 1 and 30. Once cast, Bunraku undergoes a 3 seconds cooldown. Eligible status effects inflicted by Bunraku include: Physical ( Impact,  Puncture,  Slash) Primary Elemental ( Cold,  Electricity,  Heat,  Toxin) Secondary Elemental ( Blast,  Corrosive,  Gas,  Magnetic,  Radiation,  Viral) Bunraku cannot apply the following:  Void,  Tau,  Knockdown,  Stagger,  Ragdoll,  Lifted, and  Microwave Status effects caused by Bunraku are paused up to 30 seconds for the duration of the ability then the status duration will resume regardless if the ability is still active, though enemies will remain entangled for the remaining ability duration. Recasting Bunraku will not refresh the pause duration or status effects. Enemies will remain entangled even when they enter a nullifier bubble. Ability Synergy: When Koumei's Passive Five Fates dice roll score triple sixes, Bunraku inflicts maximum number of status effects (30) and expands its area of influence behind Koumei. Strength Mods Duration Mods Range Mods See Also  Koumei Edit Tab Hotfix 37.0.2 (2024-10-03) Fixed Koumei’s Omikuji Decrees not applying their bonuses when playing in Sanctuary Onslaught (base and Elite) missions. Fixed Koumei’s Kumihimo threads not applying one of every Elemental Status Effect on a roll of triple sixes as intended. Fixed Host migration causing Koumei’s Omikuji to infinitely grant Decrees. Made occlusion and radius sound tweaks to Koumei’s Bunraku ability. Made further tweaks to Koumei’s Bunraku loop volume and her footstep volume. Fixed script error with Koumei’s Omikuji. Hotfix 37.0.1 (2024-10-02) Made several audio adjustments to Koumei, including toning down the high frequencies on Koumei’s Omikuji cast. Fixed several Syandana clipping through Koumei’s skirt. Fixed the Lato, Strun, Aklato and Vectis clipping into Koumei when holstered. Fixed several script errors caused by Koumei’s Dice HUD element, Omikuji, Bunraku ability and Omamori ability. Update 37.0 (2024-10-02) Edit Tab