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Desecrate Forces fallen enemies around you to drop additional loot. Introduced in Update 10.0 (2013-09-13) |
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Misc:
30% / 40% / 50% / 60% (health orb drop chance) |
Info
- Nekros emits an aura of dark power that affects every corpse within a radius of
10 / 15 / 20 / 25 meters, consuming the corpses and granting a 30% / 40% / 50% / 60% chance to spawn a health orb and a 22.5% / 32% / 42.5% / 54% chance to roll the corpse's drop table again to produce additional loot. After a 2 second delay on the first corpse within range, corpses are consumed one at a time in random order, with subsequent corpses consumed at a rate of 3 corpses per second. Each corpse consumed drains
10 energy; the ability will remain active until toggled off or Nekros runs out of energy.
- Additional loot includes all items normally found on the original enemy's Drop Tables, such as Mods, plus Credits, Resources, Ammo Pickups, Health Orbs, Energy Orbs, Pigments, Life Support Modules and Power Cells.
- Enemies that normally drop Affinity Orbs, such as Feral Kubrow will drop more.
- This does not cause extra Reactant to drop.
- Technically, the corpse's loot table is rolled again at a 75% / 80% / 85% / 90% success rate, but only after a health orb has successfully been spawned. Combined with the 30% / 40% / 50% / 60% chance to spawn a health orb at all, this leads to the 22.5% / 32% / 42.5% / 54% drop table chance.
- Therefore, there will always be an additional health orb if there is additional loot.
- This also implies that a single enemy may drop up to three health orbs, one as regular loot, one from Desecrate proccing and another from rerolling its loot table.
- Even enemies with an empty drop table, like Corpus Security Cameras, may drop health orbs this way.
- Additional loot retrieval stacks with other loot abilities that loot while alive (
Ivara's
Prowl), loot while petrified (
Atlas's
Ore Gaze), and loot on death (
Hydroid's
Pilfering Swarm,
Khora's
Pilfering Strangledome, and
Wukong's Monkey Luck passive)). However, it does not stack with other loot corpse abilities (
Nekros's
Desecrate and Chesa Kubrow's
Retrieve).
- Additional loot includes all items normally found on the original enemy's Drop Tables, such as Mods, plus Credits, Resources, Ammo Pickups, Health Orbs, Energy Orbs, Pigments, Life Support Modules and Power Cells.
- Despite being a channeled ability, this does not interrupt energy regeneration from any source including
Energy Siphon and
Wellspring, and it is unaffected by Ability Duration.
- Desecrate does not activate channeling-based Incarnon Genesis perk bonuses.
- Bodies that are cut in half before or after death by taking
Slash damage to the torso are each treated as distinct "corpses", each part with their own chance to yield additional loot. This does not apply to individual limbs that have been removed, but only the large sections of corpses.
- Previously,
Cold procs being on a target when they died would result in an ice statue, which could then be shattered into two parts to desecrate. Currently this no longer functions in game, and results only in a frozen torso that cannot be broken down further, and therefore can only be desecrated once.
- Previously,
- Desecrate affects the corpses of most enemies as well as dead faction allies from Invasions, The Grustrag Three, Eximus enemy corpses, and Corrupted Vor's corpse if it is left behind. Desecrate also affects the following:
- Vaporized enemies as long as Desecrate is cast before they fully disappear.
- Enemies vaporized by Nova's
Molecular Prime even after the corpses have disappeared. When Desecrate is cast, the corpses appear and disappear quickly.
- Shadow corpses from
Shadows of the Dead. Desecrating shadow corpses will only yield health orbs.
- Desecrate does not work on enemies that explode on death, such as Volatile Runners, or on certain bosses including Sprag and Ven'kra Tel.
- Sometimes, corpses may yield no drops even if Desecrate's attempt at the extra loot roll was successful, because the enemy's loot table can include a chance to drop nothing.
- Successfully desecrated corpses will glow with the chosen energy color and turn into smoke before fading away.
- At the start of a desecration, there is a small time frame where corpses can be dismembered. The corpse (or bisected corpse) will then reappear, ready to be desecrated again.
- Up to four Desecrate's attempts can be done on a single enemy with two well-timed dismemberments.
- Initial activation of the ability has a cast time of 1.8 seconds.
See Also[]
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104 comments
Does desecrate work on eximus units in a way that it increases the chance for riven sliver?
From testing in Simulacrum:
Proccing heat/elec/tox/cor/rad/viral on the killing blow still allows you to gore for 2x Desecrate.
Proccing cold prevents this.
Didn't try anything else.
Does it work on eidolons tho ???
No but funny thing is it work on angle for a few patch
Then DE patched it
Fun over
"fun" he says... If you can read it says only enemies that leave CORPSES... Last i checked there aint no rag dolling eidolon bodies.
Does the desecrate area stay in a radius around you at all times(moves with you) or is it stationary?
Oberon's Renewal is not really stationary though...??? At least not in the sense that would imply. Lone Tenno 9/25/2023, Oberon's renewal is very strange. Oberon's Renewal is an aura that he channels around him, it initially grows as a pulse, and the aura will move with him as the epicenter. However Renewal's healing aura doesn't just give healing/per second for those in the aura. It gives a buff that gives you healing/per sec that persists for allies that enter then leave the radius of Renewal, so long as Oberon continues to channel it, and so long as they aren't dispelled. However, wherever Oberon first casts renewal also leaves a stationary circle equal equal in radius to its channeled aura. This circle can also be used to obtain Renewal's healing buff--which also only lasts for as long as Oberon channels Renewal. Whenever Oberon cancels Renewal, anyone who obtained Renewal's buff loses it then and there. The initial casting circle which can also be used to obtain its buff will also disappear at this time. It doesn't persist beyond its channeled duration. You can think of it as making two auras on cast, one that stays, and one that follows. So it does leave a persisting zone where Oberon initially cast it, so long as he continues to channel, as well as a zone that follows Oberon as he moves.
There are very few other abilities in the game physically similar to Renewal. One is Gloom. Gloom also is a channeled aura, that grows as a Pulse, that becomes more expensive the more targets it reaches. This aura is centered around your warframe and follows your warframe. It does not however leave a persisting circle where you initially cast it like Renewal does.
Btw that's why it's a good idea to cast Renewal on Hallowed Ground. Obtaining Renewal's buff on Hallowed Ground upgrades it with an armor as well as hp/s buff.
Renewal doesn't make any aura that follows Oberon around. It only places the invisible stationary zone.
Everyone *wishes* it worked that way, like Gloom.
Messed around with vaporized enemies, and even after their bodies (or where they were) are not scannable for a few seconds already, activating desecrate still gets all of them - and unconnected, it looks like if more that 10 enemies die at once, only 10 corpses will exist (might be a hardware thing though, happened solo both in simulacrum and SP survival)
What about enemies that die by radiation procs? they get desintregrated as soon they die
Currently might be bugged, in my party desecrate is the only active ability but it is getting instant kills, no party member or companion is getting in range to kill anything, and the instant kills are happining up to 2x my actual range
How can it get any kills? It's an ability that deals no damage.
Anyone in ur team kills mosbs (non boss type enemies) in ur desecrate range will be effected with ur desecrate. Same as u kill them with any ability or weapon. Desecrate is more like an Aura what follow u everywhere and if there are corpses inside, its do its job by itself. The first version of desecrate was a hell lot of nightmare to press the buttons trillion times till u destroy your keyboard in 1 hrs mission...
Im just thinking loudly here.
With the addition of archon shards.
Im wondering if its possible to slap enough blue archon shards into nekros with hp/s as a permanent counter to his despoil augment. (Provided you reduce the hp cost with fleeting expertice or streamline ofc)
Turning him into a self healing nidus prime with loot benefits..
Since desecrete does not work by duration it would be safe to slap on transient fortitude as well.
With helminth we can replace something else that also has no need for duration.
This has been my train of thought as of late as well.
Specifically for solo arena endo farming I can see benefits since generally you want Nidus with low duration & high range for Larva & since Nekros you tend to build for high efficiency & high range, I can see Nekros with Larva being viable
It's completely unnecessary. His Desecrate already generates health orbs, and therefore already provides healing. I can understand desperately trying to find a use for the worthless blue shards, but they really are just worthless.
You don't even need Despoil either if you're using Equilibrium, since the health orbs will provide energy to fuel Desecrate just as well. The only real benefit of Despoil is that it stops Desecrate getting turned off if you get zapped by a magnetic proc or energy leech.
Actually blue shards are really good when it comes to hp regen and stuff, or armor scaling for rhino's augment, etc.
Does desecrate reroll all loot/mod/ammo drops? People claim that ammo drops dilute the drop tables for endo on arena but the average endo seems to be the same with or without guns.
So should the enemy die from the weapon or Slash proc? I am using Ripkas with Amalgam Ripkas True Steel which gives 100% gore. And even still killing enemies does not always split them in two. I also use the Pyranna Prime which deals stupid amount of slash, and even still bodies don't always drop in more parts. Same as petrify ... petrify enemies seem to shatter all limbs and only leave behind one corpse.
Wasn't this at one point true, or am I misremembering?
You are not misremembering, that Tenno is wrong.
If you cut a body in half, you'll get both half rolled and your energy will be drained twice. If those 2 bodyparts counted as one body as that Tenno implies, you would only drain one time the energy (exactly like when you desecrate a body taht got his hand cut) and that takes literally 1 minute to test.
Hell you can even cut the body in half while it's being desecrated and before the body fully dissipates. You'll get your 2 body halfs after the first desecrate, giving 3 roll out of one body.
Maybe someone who knows how to edit the wiki properly should add this in the Tips and Tricks section as a way to improve chances to get rare mods out of bisectables enemies (like Defiled Snapdragon out of the Scorpion for example).
( and feel free to test it first, don't take a lone Tenno's words for granted ;) ).
And wouldn't Amalgam Ripkas True Steel increase the amount of rolls you could get?
I don't have that mod so I can't test myself but looking at it's description, it's just more dismemberments so, like without it, it's just a matter of cutting in half reliably.
It's also 2 dismemberments / corpse maximum so there's always the risk of cutting 2 limbs off which won't count (mod or not), but since that mod makes it guaranteed (and allows procs to cut enemies too apparently), you should indeed get more half-bodies on average.
Can this work on Sargas Ruk?
I need help with how this works. For you to get the loot from the enemies, do you need to cast desecrate before you kill them or after, when their corpses are on the ground?
It works like a passive, if you toggle it on then every time an enemy dies in range it'll give extra loot automatically. Remember the energy drain (or health drain) is counted per corps tho.
Apart from what it does it works exactly like Provoke from Pacify & Provoke.
This is an active channelled ability with set range that travels with you until deactivation but it does drain resources on every consummation rather than constantly over time. (Making energy restoration possible by most means.)
No, this does not work like a passive, it is deactivated if you fall into a pit for example.
No, the energy drain is not counted per corps, it is deducted on consummation of every eligible entity (separated body parts for example).
"Bodies that are cut in half or into multiple parts before or after death by Slash damage or a Cold proc are each treated as distinct "corpses", each part with their own chance to yield additional loot."
it's still working
Yes because that's how it works
Did something change or revert in my settings... because I cannot see bodies being cut in half by any of my weapons which are all slash focussed - Soma Prime, Akstiletto Prime, & a Zaw. And the amount of resources seem to be mediocre so far for me. I have been playing solo, so just wondering if it's the settings or a 'host bug'.
Go to settings > Gameplay, turn on "Gore enabled".
Wait, there's a setting to turn that off? :) I'm happy now.
Must have auto-turned off from an update sometime in the past year or so. Not that I've really played at all, couldn't stand full solo of this game any longer. But thank you very very much though for the recommendation, glad it has helped somebody else too.
Does Desecrate reroll an enemies loot table INCLUDING their chance to drop a mod? I ask because I've been farming Conculysts like crazy for weeks and I've noticed just today that I never see a mod drop on the Desecrate, only the original kill. Conculyst has a decent mod drop rate of 15% and I'm currently running a Mod Drop Chance Booster on top of that, so I should see a mod fairly often.
Yes, but it is a 54% to reroll a 15% * 2 chance for a mod, so I guess it is possible for you to not get any drops on the reroll.
Never saw Desecrate to produce a Mod so it probably doesn't.
I can assure you that Desecrate had always enabled Mods as a whole.
That being said I didn't make any test on Conculysts though.
Seeing as Warframe has hidden undocumented changes so often, we can never be positive if things remain the same.
just pointing out that enemies dying from slash status effect do not cause dismemberment. slash damage does. slash status effect is a true damage DoT that doesn't proc dismemberment. this is the reason why it is MUCH harder to dismember a very high level enemy because usually at this level, only the true damage deals significant damage.
True, but you only need to be hiting them with slash at the moment they are about to die.
Another thing is that even if you don't slash them while alive you can slash then after they die, get used to doing it on Nekros ;)
I was hoping this site can tell you what stat is buffed by what type of mods. Can you buff Desecrate beyond 54%?
No, it is always 54%, but 54% per each separated body part. So killing enemies with slash weapons will increase this chance indirectly.
Does helminth empower boost it?
no it doesn't
@NLK3rd When you change Stats on frame it shows the new values on the skills, some things are static.
Desecrate % is one of them, Atlas Ore Gaze on the other hand isn't, higher Str means higher %.
I don't think this ability works the way some of us seem to think it does.
It spawns extra loot, but the drop table is just: ammo, health, energy, and possibly credits. I say possibly because I did some statistical analysis. Calculating the average resources per minute gain as follows:
Two runs, 12 minutes each, full team on Ophelia, Uranus.
Running Nekros with a Smeeta kavat -- where the extra loot charm buff triggered once -- and full on slash for extras weapons, yielded: 24% MORE credits, 35% LESS polymer bundles, and 24% LESS plastids. This compared to a control run with Limbo+Carrier with a Looter mod, and where the playstyle was much the same and there was no Nekros running around in the team. The method used was to just sweep across the whole map systematically.
Conclusion: Desecrate doesn't make enemies drop extra loot aside from things like hp, energy, ammo. Whether it yields more credits is questionable. Thus Nekros is not a worthwhile "lootframe", just use your favorite frame instead.
@IceBen
Nekros "He is an inefficient loot-frame for high-scale farming, but he can make any drop appear."
ROTFLOL
Obvious troll bait, funny though
Dude, it is pretty much common knowledge now, everyone uses Khora because she doesn't have a hard-cap of 3 rolls per second. Nekros is very good for one specific enemy you can slice up into parts and have them roll multiple times, but when enemies die in 10+ groups and the corpses disappear in 3 seconds it isn't exactly peak performance. Better than nothing though.
Lmao 10 runs barely is "statistical analysis" due to the low chance of mods at al and some enemies dont have 100% drops if drops at all
"Dude, it is pretty much common knowledge now, everyone uses Khora".
Erm, not quite everyone dude. I still haven't got her main bp from Sanctuary Onslaught....!!
Nothing here i miss post where i want talk
Is this still one activation to hold ability or has this changed? Might be my controller but I have to keep firing it off. Never used to be this way.
Still the same one activation to hold ability, maybe you're running out of energy/health or into a Nulliflier