This is Mirage, a sly conjurer.
Do you believe in magic, Tenno? Mirage's deceiving influence on the battlefield might make you.Release Date: July 18th, 2014
Mysterious and mischievous, Mirage manipulates the spectrum of light to dazzle her foes. With deceitful mirror images, colorful photokinetic displays and explosive pranks up her sleeves, every battlefield becomes the stage for her next performance. Mirage was unveiled in Update 14.0 (2014-07-18).
Acquisition
Mirage's main blueprint can be purchased from the Market. Component blueprints are awarded at the end of each mission for the Hidden Messages quest. Additional blueprints can be bought from Cephalon Simaris for 25,000 Standing.
Alternatively, upon completion of The Duviri Paradox, Mirage's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Notes
- Currently,
Akzani lacks a Signature Weapon bonus with Mirage.
- Mirage is the first Warframe that requires an Argon Crystal to construct the entire Warframe instead of a single Orokin Cell.
- Mirage does, however, require an Orokin Cell to craft each component for a total of three required cells.
- Mirage is the first Warframe to not require any Rubedo.
Trivia
- In the game Mirage first appeared on the fire damage/status chance mods rewarded from the Operation Breeding Grounds event, shown with the new
Sybaris and
Pyrana.
- Her second appearance is in a teaser trailer revealed on day 5 on www.theliset.com, the teaser site for Update 14.
- Details of one of Mirage's abilities, internally named the "Comedy of Errors", (now named
Sleight of Hand and is her second ability) were leaked in Devstream 31.
- Mirage's design aesthetic is based on the harlequin, and has an alternate helmet named so.
- Both helmet designs also have elements inspired by the cuttlefish, particularly the body of the default helmet and the face of the alternate. Cuttlefish have been the subject of much recent study for their ability to perceive polarized light and to produce complex shifting patterns on their skin.
- Mirage's third ability,
Eclipse, has visual effects that evoke the phrase smoke and mirrors. Many tricks of stage magic and illusion are performed with the aid of special mirrors, lighting and distracting bursts of smoke, hence the idiom "It's all done with smoke and mirrors." The phrase has entered wider usage to refer to other sorts of fraud and deception, especially when hidden by some flashy display.
- She is the third frame with an ultimate power that toggles and does not cost 100 energy to cast, the others being
Nyx,
Banshee,
Mesa,
Chroma,
Inaros,
Nidus and
Equinox.
- Prism is the first ability to have both a toggle and a maximum duration.
- Barring Prime variants, Mirage is the 20th Warframe released.
- Mirage is the first Warframe that can be obtained through a quest.
- Mirage was the first Warframe that is known to participate in the Sentient War that occurred before the events of the game while the second one would be
Gara.
- Mirage is the first quest-driven Warframe to receive a Prime variant, followed by
Limbo.
Oh, how you suffered to become this beast. Yet you laughed at me. Others writhed and raged in the vice, but you, you played the fool. And so it was, that you distorted my design.
A sanguine trick. A murderous comedy. But no one is laughing anymore... except you.
The mere vapors of your life, shimmering still. Mirage.Release Date: December 12th, 2017
Mirage Prime is the Primed variant of Mirage, sporting higher shields, armor, and additional
and
polarities. Mirage Prime was released alongside
Akbolto Prime and
Kogake Prime.
Acquisition
Vaultings
Crafting
Manufacturing Requirements | |||||
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![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 3 Day(s) |
Rush: ![]() | |||||
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Mirage Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 5 |
![]() 2,000 |
![]() 2,500 |
![]() 18,000 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Mirage Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 20 |
![]() 26,000 |
![]() 350 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Mirage Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 10 |
![]() 4,500 |
![]() 23,000 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Mirage Prime, compared to
Mirage:
- 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.
- Currently,
Akzani lacks a Signature Weapon bonus with Mirage Prime.
- Mirage Prime's
Prism is surrounded by three golden rings that constantly rotate.
Trivia
- Mirage Prime is the first Primed Warframe whose non-prime variant was unlockable through a quest (Hidden Messages).
- Mirage Prime is the 7th Prime Warframe to have a cinematic lore trailer.
- Despite her base version featuring
Akzani as her signature weapon, Mirage Prime did not feature an Akzani Prime.
- Mirage Prime was promoted in the Warframe Launcher and official illustrations using a unique pose and animation set similar to
Nezha's Noble Animation, albeit with different arm placements and movements. As of Update 24, the depicted pose and animations are still not available in-game.
- With the addition of Mirage Prime's cinematic lore trailer, Mirage Prime was shown bowing in the trailer while using
Hall of Mirrors. This animation was added in-game in a hotfix.
Bugs
- Since release, using Mirage Prime in the Simulacrum and then equipping a different frame will often bug out the textures of all frames selected after that point until the player leaves the Sim to reset it.
Media
Mirage has an increased proficiency when performing several Maneuvers:
- Sliding lasts 85% longer
- +50% faster Maneuver speed
Abilities
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Hall of Mirrors Mirage creates an entourage of doppelgangers to confuse and distract the enemy. Introduced in Update 14.0 (2014-07-18) |
![]() 5% / 10% / 15% / 20% (damage percentage)0.05x / 0.2x / 0.225x / 0.4x Modified Critical Chance
0.05x / 0.2x / 0.225x / 0.4x Modified Status Chance |
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Misc: 1 / 2 / 3 / 4 (holograms) |
Info
- Mirage expends
25 energy to project 1 / 2 / 3 / 4 holographic mirror images that follow and mimic her actions for
10 / 15 / 20 / 25 seconds. Each hologram is invulnerable to damage, draws enemy attention, and deals
5% / 10% / 15% / 20% of the current weapon's total damage.
- Clones do not benefit from the Melee Combo Counter.
- Clones can throw their glaives but not detonate them.
- Only a maximum of 1 / 1 / 2 / 2 holograms are able to fire projectiles (hitscan and non-hitscan) from primary and secondary weapons The total hologram damage will be redistributed among the active holograms; each active hologram will inflict
5% / 20% / 22.5% / 40% of the projectile weapon's total damage.
- The stats of the hologram's weapons are inherited from the modded stats of the weapon.
- Holograms have
5% / 20% / 22.5% / 40% of the weapons' critical hit chance and status chance, i.e. Ability Strength less than 250% results in holograms having lower critical hit chance/status chance, and more with greater than 250% Ability Strength.
- Holograms do not benefit from Arcane Enhancements and galvanized mods.
- Holograms have
- Melee weapons, including those with ranged capabilities such as Glaives, Gunblades,
Zenistar,
Sigma & Octantis and others, will deal damage from all holograms.
- All holograms deal Bullet Jump damage, modified by
Rending Turn and other Bullet Jump mods.
- Casting delay of 1 second, affected by Casting Speed.
- Ability Synergy: While Hall of Mirrors is active, casting
Sleight of Hand will cause Mirage's clones to create additional smaller jewels with reduced effectiveness.
- Holograms do not gain
Eclipse's damage bonus in the light. However, they will if
Total Eclipse is equipped, as they count as 'allies.'
- Holograms do not gain
- Once spawned, holograms remain fixed in position around Mirage.
- Holograms partially fade from view when the HUD's targeting reticle is near them.
- Holograms will mimic Mirage's aim which can shift away from the HUD's targeting reticle depending on their position.
- Holograms do not path on terrain and are intangible, allowing them to phase through obstacles and walk on air.
- Kills by holograms count as ability kills and give all Affinity to Mirage instead of the weapon used.
- Holograms cannot damage Blunts with melee attacks.
- Holograms will not retain any equipped accessories.
- Holograms will be dispelled once they come into contact with Nullifier Crewman bubbles. When all the clones have been dispelled, this ability ends and it can be casted again.
Augment
- Main article: Hall of Malevolence
Hall of Malevolence is a Warframe Augment Mod for Mirage's
Hall of Mirrors that makes her doppelgangers deal more damage with every enemy killed.
Tips & Tricks
- The damage from the
Thunderbolt mod for Bows is unaffected by the damage penalty.
- When low on health, using Hall of Mirrors will give you a better chance to survive because enemies will be more likely to target your holograms than you.
- Drawing enemy fire while the holograms are fairly close to Mirage can prove to be disadvantageous in some instances, especially when dealing with Napalms or Bombards, as their explosive AoE weapons will hit the holograms and be close enough to still damage you.
- Hall of Mirrors can be extremely useful when reviving a downed teammate.
- Hall of Mirrors is great for large bosses and groups of enemies, as the slight spread from each hologram allows you to cover more area near your crosshair.
- When used in conjunction with the
Paracyst's Alternate Fire, each hologram will fire its own hook capable of pulling an enemy.
- When Mirage is inside
Limbo's rift the doppelgangers are still able to damage enemies outside as long as they are outside themselves. Thus making it possible to destroy Nullifier Crewman shields without exposing yourself. (May only work as host and needs confirmation)
- Beware when using weapons that explode, but do weak or no self-stagger (such as the
Sonicor), because when the clones expire before the explosion occurs, it may damage and proc status to allies as well. (Tested for Cryopods, Kubrows, Sentinels and Mirage herself.)
- Bullet Jumps performed by holograms will still do damage and break containers, which can be useful when looting.
- Melee weapon synergy: many melee weapons have special/unique effects on heavy/jump/slide/slam attacks. Below is a list of melee weapons, whose unique effects will be used/triggered by the doppelgangers.
Zenistar creating its disc with heavy attack
Tenet Grigori creating discs on slide heavy/second heavy attack
Bugs
- In some instances a group of illusions can "stick" in the same place, this is a client-side bug. But it still lowers framerate.
- While clones are active can trigger all arcanes from any source of your loadout. This includes
Melee Influence,
Pax Seeker, etc.
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Sleight of Hand Booby trap nearby objects while conjuring an irresistible jewel that bursts with radial blind when touched in darkness, or a radial explosion in light. Conjure multiple smaller jewels with the help of Hall of Mirrors. Introduced in Update 14.0 (2014-07-18) |
![]() 50 / 125 / 180 / 200 (jewel explosion ![]() |
![]() 2 / 3 / 4 / 5 s (blind duration) | |||
![]() 10 / 20 / 30 / 40 m (trap radius)6 / 8 / 10 / 12 m (jewel charm radius)4 / 5 / 6 / 8 m (explosion radius)
4 / 5 / 6 / 8 m (blind radius) | |||
Misc: 60 m (jewel cast range)20 s (jewel duration)2 m (detonation radius)
6 m (clone jewels distance) |
Info
- Mirage expends
50 energy to conjure a powerful photokinetic illusion that booby traps all interactive objects within a
10 / 20 / 30 / 40 meter radius for
9 / 12 / 15 / 18 seconds, while simultaneously placing a light-sensitive jewel at the targeted location on the aiming reticle, within a cast range of 60 meters and lasts for 20 seconds.
- Mirage's jewels and booby traps exhibit numerous different effects:
- Mirage's jewel glistens to attract enemies within
6 / 8 / 10 / 12 meters towards it, detonates when an enemy comes within a 2 meters radius, and adapts to the environmental lighting conditions at its location to exhibit different effects on detonation; if placed in light, the jewel explodes to deal
50 / 125 / 180 / 200
Blast damage to all enemies within a
4 / 5 / 6 / 8 meters radius. If placed in darkness, the jewel shatters and emits a bright flash of light that inflicts
Blind to all enemies within a
4 / 5 / 6 / 8 meters radius for
2 / 3 / 4 / 5 seconds.
- Explosion damage diminishes with distance from the jewel and cannot proc Status Effects.
- Enemies must be within direct line of sight of the jewel to be attracted, as well as receive explosion damage and blind.
- Blinded enemies can be attracted by all jewels created from the same Sleight of Hand cast.
- All other properties are affected by Ability mods similar to the primary jewel.
- Arc Traps zap nearby enemies instead.
- Control Consoles attract a nearby enemy to attempt raising the alarm or initiating lockdown. After a short delay, the console malfunctions and explodes dealing 200
Blast damage to its user.
- If the user survives, it is deterred from accessing the console again until Sleight of Hand expires.
- Robotic units such as MOAs are also attracted, but they cannot trigger an explosion.
- Explosive Barrels, Kubrow Dens, Storage Containers, and Resource Caches release an intense flash of light when destroyed, blinding nearby enemies for 10 seconds. Explosive barrels will also have their radial damage multiplied by 200%.
- Laser Barriers activate lasers that deal
Electricity damage and status effect every half second to enemies attempting to pass through while allowing Tenno safe passage. The secondary chain damage from the status effect inflicts 12
Electricity damage per tick. Warframes restore 5 energy for every passage and can recharge 5 energy every half second while remaining in contact with the lasers, to a maximum of 50 energy per laser barrier.
- Sleight of Hand must expire and be recast in order to recharge energy from previously exhausted barriers.
- Lockers open up and detonate when an enemy is in proximity, inflicting
True damage equivalent to the enemy's remaining amount of hit points. Exploded lockers will then close, allowing them to be usable after Sleight of Hand expires.
- Security Cameras and Fortress Scanners will stop detecting Tenno for the duration.
- Corpus Turrets and Fortress Turrets activate without Camera/Fortress Scanner assistance and fire upon nearby enemies.
- Orokin Void Laser Consoles halve the cooldown period between laser activations. Cooldown begins at halved time if cast before activation, while the remaining time is halved if cast during cooldown. Halved time returns to normal if ability expires before cooldown completes.
- Pickups randomly explode, dealing
50 / 125 / 180 / 200 elemental damage within a radius of
4 / 5 / 6 / 8 meters. Each pickup deals a specific type of elemental damage:
Cold damage for Ammo,
Heat damage for Health Orbs,
Electricity damage for Energy Orbs, and
Toxin damage for Affinity Orbs.
- Explosion damage diminishes with distance.
- Exploded pickups disappear for the Mirage casting Sleight of Hand but remain for teammates to pick up.
- Ziplines shock the first enemy that uses them, dealing 200
Electricity damage and status effect.
- Does not affect broken objects, Datamass Storage Units, Grates, MOA Cabinet Spawners, Nav Coordinates, opened Lockers, Orokin Collapsible Cover / Death Orbs / Pressure Plates / Laser Plates, Reinforced Glass, Land Mines, Shrapnel Mines, and Sensor Bars.
- Ability Synergy: When casting Sleight of Hand while
Hall of Mirrors is active, Mirage's holographic clones will each create a smaller jewel placed 6 meters away from the primary jewel. Clone jewels have reduced effectiveness of the primary jewel's effects, including reduced charm radius, explosion damage, blind duration, as well as explosion and blind radius.
- Can be recast while active.
- Casting Sleight of Hand stops Mirage's movement and other actions.
- When cast, Mirage visually emits a pulse of energy that forms a grid of light representing the ability range. The pulse and grid are affected by Mirage's chosen Warframe energy color.
- Mirage's primary and clone jewels have the same model as
Prism and are tinted in her chosen Warframe energy color. When in light, the jewels are translucent and emit a mist of white light; while in the darkness, the jewels are opaque and emit halos of light.
- Affected objects emit a halo of light, pulse and glow in violet with a tint of Mirage's energy color.
Augment
- Main article: Explosive Legerdemain
Explosive Legerdemain is a Warframe Augment Mod for Mirage that causes
Sleight of Hand to turn all eligible Pickups into proximity mines ready to detonate.
Tips & Tricks
- Sleight Of Hand synergizes well with
Desecrate as the generation of Health Orbs, Energy Orbs and Ammo pickups gives Mirage a constant supply of potential traps.
- Sleight Of Hand makes Excavation missions extremely easy, especially in some Corpus tilesets as the Laser Barriers will keep enemies away from the Extractors.
- A negative Ability Range (around 50%) is advised, in order to not affect an area too wide, negatively affecting the supply of Power Cells.
- With high Ability Duration, high Ability Strength and crowd-controlling weapons, like
Synoid Simulor, Mirage can single-handedly protect an Extractor even at higher levels/rotations.
- Sleight Of Hand can be used to get through Laser Barriers safely and get past security cameras undetected.
- It can also temporarily disable cameras and some laser barriers in Spy vaults.
Bugs
- Control Consoles can mesmerize Kubrows, causing them to stay still for the ability duration.
- This affects Kavor Defectors as well, causing them to individually stay behind the group.
- Sleight of Hand can cause a sudden drop in frame rate or brief freeze of the game or trigger crashes in rare cases.
- If the respective Mirage is not the host, she can reuse this ability to explode the pickups as much as she likes, long as the pickup isn't looted.
- As of Hotfix 18.4.4 (2016-01-28), using Sleight of Hand with the Explosive Legerdemain augment mod causes Grineer Consoles during Mobile Defense missions to spin uncontrollably, causing the console to be virtually impossible to access with the required Datamass.
Items are destroyed even without the. This is an intended effect.Explosive Legerdemain augment mod
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Eclipse (TAP) Temporarily reduce the damage Mirage takes from enemies. (HOLD) Temporarily increase Mirage's weapon damage. Introduced in Update 14.0 (2014-07-18) |
![]() 115 / 125 / 150 / 200 % (damage bonus) |
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Misc: 90 % (damage reduction cap) | |||
Subsumable to Helminth |
Info
- Mirage expends
25 Energy to adapt to lighting conditions for
10 / 15 / 20 / 25 seconds.
- Tap down the ability key to receive Lunar Eclipse, bathing Mirage in shadows to gain
25% / 40% / 60% / 75% Damage Reduction and reducing enemy accuracy.
- Damage reduction is capped at 90%.
- Hold the ability key to receive Solar Eclipse, bathing Mirage in light to gain
115% / 125% / 150% / 200% weapon damage.
- The damage buff applies a multiplicative bonus that's calculated after a weapon's total damage value. E.g., with a maxed
Intensify and a weapon that inflicts 250 total damage, a rank-3 Eclipse will increase the weapon's total damage to a maximum of 250 × (1 + 2 × [1 +
0.3]) = 900.
- The buff affects both initial and status effect damage. Unlike faction damage, which double dips for status effects, the one from Eclipse is applied once.
- The damage buff applies a multiplicative bonus that's calculated after a weapon's total damage value. E.g., with a maxed
- Tap down the ability key to receive Lunar Eclipse, bathing Mirage in shadows to gain
- Has a casting delay of 1 second, affected by Casting Speed.
- Can be recast while active to refresh the duration.
- Companions and Holograms from
Hall of Mirrors do not normally gain Eclipse's damage bonus, but will with the
Total Eclipse augment.
- Applies twice on
Exodia Contagion and glaive explosions.
- Applies to the following abilities:
- Ability Synergy: Eclipse provides benefits to
Prism:
- Lunar Eclipse (tap cast) halves Prism's energy cost over time, applied after
Ability Efficiency and
Ability Duration modifiers.
- Solar Eclipse (hold cast) increases Prism's damage by 100%.
- Lunar Eclipse (tap cast) halves Prism's energy cost over time, applied after
- Subsuming Mirage to the Helminth will offer Eclipse and its augments to be used by other Warframes.
Augment
- Main article: Total Eclipse
Total Eclipse is a Mirage Warframe Augment Mod for
Eclipse that allows it to grant its bonuses to nearby allies.
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Prism Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes. Introduced in Update 14.0 (2014-07-18) |
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![]() 7 / 10 / 12 / 15 s (blind duration) | |||
![]() 8 / 12 / 15 / 25 m (blind radius) | |||
Misc:
10 / 13 / 16 / 20 (lasers) |
Info
- Mirage expends
50 energy to generate a prism in her hands and launch it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within
15 / 20 / 25 / 30 meters. Each laser deals
80 / 120 / 170 / 250
Radiation per 0.5 seconds, each tick of damage dealt permanently increases the prism's damage by +25% damage. The prism lasts for
12 seconds.
- Casting delay of ~2 seconds, affected by Casting Speed.
- Lasers do not bypass obstacles or entities in the environment.
- Lasers will target in-range enemies that are not already being targeted by a laser.
- Seeking lasers are still blocked by obstacles and enemies. A single enemy can be damaged by multiple lasers if standing in the path of lasers that are targeting enemies behind them.
- Stacking damage bonus is maintained throughout the prism's lifetime and is lost upon expiring or being manually detonated.
Roar applies a separate and unique damage bonus that is multiplicative to Prism's laser damage.
- Enemies have a small chance to be staggered on each hit from the lasers.
- Initial laser orientation with each cast of Prism appears to mostly random.
- Lasers will maintain their vertical angle after changing position when there are no enemies to target.
- If the prism were to pass by above a large quantity of enemies (at least 20) within laser seeking range, the lasers will continue to point downwards after the enemies are all destroyed or no longer within laser seeking range.
- Laser horizontal angle does not appear to be maintained. Lasers will distance themselves seemingly and almost equidistant from each other horizontally after movement from targeting an enemy and are currently not targeting anything.
- When the ability expires or is manually deactivated (default 4 ), the prism will explode in a bright flash of light that
Blinds enemies within
8 / 12 / 15 / 25 meters for
7 / 10 / 12 / 15 seconds.
- Blind requires direct line of sight from enemies to the prism. Obstacles and other entities can shield enemies from the blind.
- Blinded enemies will be initially staggered for a short duration around 1 - 3 seconds and will have a sparkling fx around the eyes. Afterwards, a black hazy mist fx will be around their eyes and they will be able to move about unimpeded but will still be incapable of hostile actions such as attacking the player until the duration of the blind runs out.
- Enemies will have their alerted state gradually decline as well.
- Blinded enemies will be initially staggered for a short duration around 1 - 3 seconds and will have a sparkling fx around the eyes. Afterwards, a black hazy mist fx will be around their eyes and they will be able to move about unimpeded but will still be incapable of hostile actions such as attacking the player until the duration of the blind runs out.
- Blind can be refreshed.
- Blind requires direct line of sight from enemies to the prism. Obstacles and other entities can shield enemies from the blind.
- Prism drains
10 energy per second while active and will remain active for the ability's full duration, until Mirage's energy is depleted, or the ability is deactivated by pressing the ability key again.
- Mirage cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond and/or
Wellspring while Prism 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 Mirage's energy during Prism.
- Mirage cannot replenish energy using
- Ability Synergy:
Eclipse provides benefits to Prism:
- Lunar Eclipse (tap cast) halves both Prism's casting cost and energy cost over time, applied after
Ability Efficiency and
Ability Duration modifiers.
- Solar Eclipse (hold cast) increases increases Prism's per hit damage bonus by 100%.
- Lunar Eclipse (tap cast) halves both Prism's casting cost and energy cost over time, applied after
- Holograms created from
Hall of Mirrors cannot create prisms but will mimic Mirage's body movement during the casting delay.
- The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity and will bounce off of surfaces in its path.
- Prism is not spawned from Mirage's location but is instead spawned slightly in front of Mirage.
- If standing in front of a sufficiently thick and tall object or wall, Prism may detonate/fail prematurely if spawned within the said object or wall.
- Prism will bounce back and emerge from within the object or wall if the cast does not fail.
- Energy cost is not refunded for a failed cast.
- If standing in front of a sufficiently thick and tall object or wall, Prism may detonate/fail prematurely if spawned within the said object or wall.
- Prism passes through enemies and entities but may bounce backwards if the prism is spawned inside of them.
- When Prism passes through an enemy, a burst of damage ticks will occur due to the many lasers making contact from inside the enemy.
Augment
- Main article: Prism Guard
Prism Guard is a Warframe Augment Mod for Mirage's
Prism in PvE and Conclave that causes the prism to follow above her.
Bugs
- Prism's search lasers will target Sentinels but deal no damage.
- When cast repeatedly, a second prism can remain floating indefinitely.
Strength Mods | Duration Mods | Range Mods |
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Hotfix 37.0.4 (2024-10-10)
- Fixed Higasa’s shots not lining up with the reticle while aiming when Mirage’s Hall of Mirror clones are active.
- Fixed script error caused by Mirage’s Prism.
Hotfix 37.0.2 (2024-10-03)
- Fixed script error with Mirage’s Prism.
Update 37.0 (2024-10-02)
- Fixed Mirage’s Prism Guard becoming permanent if rapidly recast as Client.
Hotfix 36.1.6 (2024-09-05)
- Fixed Mirage’s Eclipse deactivating after Void Slinging with the Total Eclipse Augment equipped.
Hotfix 36.1.3 (2024-08-27)
- Fixed a crash caused by a combination of Mirage and the Synoid Simulor in the Simulacrum.
Update 36.0 (2024-06-18)
- Fixed a case of the Total Eclipse Augment offering a permanent Eclipse buff for Clients if another player also casts Eclipse.
- Fixed Mirage’s Hall of Mirrors clones not shooting Incarnon Form weapons unless they had hit enemies before the Incarnon Form was triggered.
- Fixed being unable see Mirage’s Hall of Mirrors clones in Grendel Locator missions if you have a Companion equipped.
- Also fixed being unable to Melee Attack after casting Hall of Mirrors under the same conditions.
Hotfix 35.5.6 (2024-04-10)
- Line Of Sight (Los) Improvements
As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4.
To reiterate, there are now two variations of LoS checking:
- The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check.
- The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well.
For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible.
The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Mirage’s Prism).
- General Fixes
- Fixed Mirage’s Hall of Mirror Clones obstructing player’s view (instead of fading out when in reticle) after casting Eclipse with the Total Eclipse Augment Mod.
Hotfix 35.5.3 (2024-04-04)
- Fixed a crash caused by Mirage’s Sleight of Hand ability at the end of a mission.
Hotfix 35.5.2 (2024-03-28)
- Fixed cases where Mirage’s Eclipse damage buff was not applying to Melee Weapons.
- Fixed Mirage’s Hall of Mirrors clones unintentionally being able to indefinitely fire Onos’ charge beam.
- Fixed a crash caused by Mirage casting Sleight of Hand within proximity of Yareli’s Merulina with the “Loyal Merulina” Augment Mod equipped.
Update 35.5 (2024-03-27)
- Mirage Eclipse Rework
After a great amount of input from the Community, Mirage’s Eclipse ability no longer determines the buff (Solar or Lunar Eclipse) to apply based on the environment’s light level, will always be at maximum strength, and is now a Tap/Hold ability!
In its previous state, Eclipse was quite unreliable. One step in any direction could suddenly switch the buff or lower its strength, which left players little control over its benefits. It also did not function correctly in every area of the game, notably in Open Landscapes and Albrecht’s Laboratories where only the Solar Eclipse buff would be active at full strength - even at night time.
The changes listed below affect both Mirage and Eclipse applied via the Helminth (with some notable exceptions listed below its Diminished Effectiveness).
How it works:
- Tapping Eclipse provides the Lunar Eclipse buff (Increased Damage Reduction).
- Holding Eclipse provides the Solar Eclipse buff (Increased Weapon Damage).
Scaling change:
Since the ability no longer depends on level lighting to determine the buff type, the buffs themselves also no longer scale based on light level. Instead, their previous maximum effect is now the base (affected by Ability Strength):
- Solar Eclipse now has a base 200% increased Weapon Damage.
- Lunar Eclipse now has a base 75% Damage Reduction.
- We have lowered the Damage Reduction cap to 90% (previously 95%), to bring it in line with other Damage Reduction abilities (Gara’s Splinter Storm, Citrine’s Preserving Shell, etc.).
Helminth Diminished Effectiveness Change:
Eclipse has been one of the most popular Helminth abilities, so by fixing its unreliability related to light sources and making its buffs guaranteed, a rebalance was in order to compensate. This change does not affect the ability for Mirage, only when applied via the Helminth.
- Solar Eclipse has a base 30% increased Weapon Damage.
- This was previously 150%, it was reduced to match the Diminished Effectiveness of Rhino’s Roar.
- Lunar Eclipse has not changed. It still provides a base 75% Damage Reduction.
- The Damage Reduction cap also remains the same at 75%.
- Mirage Prism Changes
In its current form, Prism's damage scaling is affected by environmental lighting at Mirage's position, which is impacted by the same inconsistency issues that Eclipse suffered from. The team has reviewed Prism and made similar changes to Eclipse:
- Removed damage scaling based on environmental lighting.
- Prism now has extrinsic synergy with Eclipse
- If Solar Eclipse (Weapon Damage) is active, Prism’s damage is increased by 100%.
- If Lunar Eclipse (Damage Reduction) is active, then the Energy per second cost of Prism is reduced by 50%. This Energy cost is calculated after Ability Efficiency is considered, allowing it to exceed the normal cap for Efficiency.
Hotfix 35.0.8 (2024-01-11)
- Fixed a crash possibly caused by a combination of Mirage and certain upgrades.
Update 35.0 (2023-12-13)
- Mirage Eclipse Changes:
Tenno who are familiar with Mirage's ability Eclipse know how temperamental it can be. Areas that look light are actually dark and vice versa, which can make it rather difficult to know how much of a bonus the ability is actually giving you at any moment.
To address this issue, the HUD icon for Eclipse will now continuously update to show an accurate and responsive state of what effect Mirage is currently getting, rather than just showing the maximum values from standing in light or dark. We have also updated the HUD icons with names to distinguish which buff is being given:
- Low light environments = Lunar Eclipse
- Bright light environments = Solar Eclipse
This at least gives us (and you) a better tool to measure what Eclipse is really doing.
With this update we started assessing how inconsistent and frustrating this ability was, and noticed a variety of problems: it didn’t work properly on the Plains of Eidolon and, super relevant for this update, it didn’t work at all with the new lighting technology in Albrecht’s Laboratories!
We are still considering what we can do to make this ability better in the long term. Stay tuned for further changes on Eclipse.
- TOP FIXES
- Fixed explosive consoles created by Mirage’s Sleight of Hand causing enemies to trigger alarms when interacted with. Now these consoles will explode once enemies use them, but alarms will no longer be raised.
- GENERAL FIXES
- Fixed a script error in Mirage’s Prism ability.
Hotfix 34.0.5 (2023-10-26)
- Fixed Mirage in the Conclave using their PVE stats.
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:
MIRAGE Health: Base Rank - 200 (from 80) / Max Rank - 300 (from 240) Shields: Base Rank - 120 (from 80) / Max Rank - 300 (from 240) Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)