Edit Tab Mirage's sleight of hand complements her might. Her dazzled foes take heavy damage. Doppelgangers, lasers, and traps are elements of her stagecraft. Sliding lasts 85% longer and acrobatic maneuvers are 50% faster.  Hall of Mirrors  Sleight of Hand  Eclipse  Prism  Radiation  Eclipse  Sleight of Hand 10,000 https://www.warframe.com/droptables Mirage's sleight of hand complements her might. Her dazzled foes take heavy damage. Doppelgangers, lasers, and traps are elements of her stagecraft. 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. Edit Tab “Market forces dictate that you need to evolve or die.”Mirage Prime is Vaulted.The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players. Dazzle the opposition with this golden master of illusion and mayhem. Featuring altered mod polarities allow for greater customization. Sliding lasts 85% longer and acrobatic maneuvers are 50% faster.  Hall of Mirrors  Sleight of Hand  Eclipse  Prism  Radiation  Sleight of Hand 10,000 https://www.warframe.com/droptables Dazzle the opposition with this golden master of illusion and mayhem. 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📝 Edit blueprint requirements 25,000 1 1 1  Orokin Cell5 Time: 3 Day(s) Rush: 50  Market Price: N/A  Blueprints Price: N/A Mirage Prime Neuroptics Blueprint 15,000  Neurodes5  Cryotic2,000  Polymer Bundle2,500  Ferrite18,000 Time: 12 Hour(s) Rush: 25 Mirage Prime Chassis Blueprint 15,000  Nitain Extract2  Morphics20  Alloy Plate26,000  Oxium350 Time: 12 Hour(s) Rush: 25 Mirage Prime Systems Blueprint 15,000  Argon Crystal2  Control Module10  Rubedo4,500  Salvage23,000 Time: 12 Hour(s) Rush: 25 Notes Mirage Prime, compared to  Mirage: Higher Shields (310/410 vs. 120/300) Higher Armor (185 vs. 105) Additional and Polarities ( vs. ) 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 Edit Tab  Mirage has an increased proficiency when performing several Maneuvers: Sliding lasts 85% longer +50% faster Maneuver speed Abilities Input table not loaded. Javascript not loaded Result table not loaded. Javascript not loaded 125 Hall of Mirrors Mirage creates an entourage of doppelgangers to confuse and distract the enemy. Introduced in Update 14.0 (2014-07-18)  Strength:5% / 10% / 15% / 20% (damage percentage)0.05x / 0.2x / 0.225x / 0.4x Modified Critical Chance0.05x / 0.2x / 0.225x / 0.4x Modified Status Chance  Duration:10 / 15 / 20 / 25 s  Range:N/A 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. 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.' 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. Hall of MalevolenceTips & 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 attackBugs 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. 250 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)  Strength:50 / 125 / 180 / 200 (pickup explosion elemental damage)50 / 125 / 180 / 200 (jewel explosion  Blast damage)  Duration:9 / 12 / 15 / 18 s (trap duration)2 / 3 / 4 / 5 s (blind duration)  Range: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.Affected objects include (but not limited to): Arc Traps, Control Consoles, Explosive Barrels, Kubrow Dens, Storage Containers, Laser Barriers, Lockers, Resource Caches, Security Cameras, Corpus Turrets, Fortress Scanners, Fortress Turrets, Orokin Turrets, Orokin Void Laser Consoles, Pickups, and Ziplines. Each type of object has a different trap effect: 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. Explosive LegerdemainTips & 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  Explosive Legerdemain augment mod. This is an intended effect. 325 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)  Strength:25 / 40 / 60 / 75 % (damage reduction)115 / 125 / 150 / 200 % (damage bonus)  Duration:10 / 15 / 20 / 25 s  Range:N/A 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. 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%. 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. Total Eclipse 450+10/s 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)  Strength:80 / 120 / 170 / 250 (base Radiation damage)  Duration:12 s (prism duration)7 / 10 / 12 / 15 s (blind duration)  Range:15 / 20 / 25 / 30 m (laser target seeking range)8 / 12 / 15 / 25 m (blind radius) Misc: 10 / 13 / 16 / 20 (lasers)5 m·s-1 (speed)2s-1 (tick rate)25% (damage bonus per hit) 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. Blind can be refreshed. 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. 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%. 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. 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. Prism GuardBugs 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 Edit Tab 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) MIRAGE PRIME Health: Base Rank - 200 (from 80) / Max Rank - 300 (from 240) Shields: Base Rank - 310 (from 110) / Max Rank - 410 (from 330) Armor: Base Rank - 185 (from 175) Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225) While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens! Top Fixes: Fixed Mirage’s Eclipse not providing the Damage Reduction buff when positioned in the shadowed areas of Duviri and the Undercroft. Hotfix 33.5.3 (2023-06-23) Fixed several issues with Warframe Overguard reducing the effectiveness of the following supportive abilities/effects: Fixed Mirage’s Eclipse damage reduction being capped at 50% instead of the intended 95%. Hotfix 32.2.10 (2023-01-18) Fixed script error with Mirage’s Eclipse. Update 32.2 (2022-11-30) Increased the roll distance of Mirage’s Passive. Before this change, Mirage's increased roll speed affected how fast the roll animation played, but moved her forward at the same rate, resulting in the roll traveling less distance. Now, the roll moves forward faster, to match the increased animation, so that she travels a distance comparable to a normal roll. Hotfix 32.0.9 (2022-10-05) Reduced the Mastery Rank restriction of all Prime Warframes to 0. Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes). Hotfix 32.0.7 (2022-09-28) Fixed Mirage’s Hall of Mirrors counting towards the Felarx’s Mounting Momentum Evolution III perk. Each shell reloaded by the clones was counting towards the 1 shell reloaded = 10% more fire rate, which was increasing the buff 5x stronger than intended. This has been fixed since clones don’t reload real shells. Update 32.0 (2022-09-07) Mirage’s Explosive Legerdemain Augment: Increased damage dealt from proximity mines created from Ammo and Orbs pickups from 500 to 1000. Fixed significant performance drops when using a weapon skin that changes projectile visuals, using high amounts of multishot, and Mirage’s Hall of Mirrors. Fixed Mirage’s Eclipse increasing the scanning time with your Synthesis scanner. Hotfix 31.7.2 (2022-08-17) Fixed a script error occurring when casting Mirage’s Sleight Of Hand ability. Update 31.1 (2022-02-09) Fixed a sound build up when using Mirage’s Eclipse with Hall of Mirrors. Update 31.0 (2021-12-15) Set max instances on Mirage’s Eclipse loops so they don't multiply out of control when Hall of Mirrors is used. Update 30.7 (2021-09-08) Fixed textures on Mirage breaking in Simulacrum while changing to a Deluxe skin after using Mirage’s Eclipse. Update 30.5 (2021-07-06) Fixed script error with Mirage’s Prism and Eclipse. Update 30.3 (2021-05-25) Fixed multiple issues with Mirage’s Hall of Mirrors Clones while in Archwing: Fixed them not using Archwing weapons. Fixed jittery movement. Fixed them being very far from Mirage. Hotfix 30.2.1 (2021-05-13) Fixed causing Damage to yourself and squadmates if you have Mirage’s Hall of Mirrors active and your clones inflict a Status Effect which causes Damage in a radius (Gas, Electric, etc) that lingers on the target and the clone ability ends. Hotfix 30.0.8 (2021-04-27) Fixed Mirage’s Hall of Mirror clones behaving oddly when cast before exiting the Railjack and then reentering. Hotfix 30.0.1 (2021-04-13) Fixed arrows on Mirage variants and idle to follow the bow. Update 30.0 (2021-04-13) Fixed a script error when casting Mirage’s Sleight of Hand ability. Hotfix 29.6.8 (2021-01-25) Fixed Stahlta Alt Fire bolts not exploding from Mirage’s Hall of Mirror clones when the Unreal Shock Rifle Skin is equipped. Hotfix 29.6.1 (2020-12-18) Fixed a crash associated with Explosive Legerdemain being used when not fully ranked. Update 29.5 (2020-11-19) Fixed Mirage Hall of Mirrors clones dealing more Critical damage than intended when no Mods are equipped on Mirage. Fixed a rectangle effect appearing around Mirage's Eclipse while wielding Tatsu with the Solstice skin. Update 29.3 (2020-10-27) Fixed Mirage’s Total Eclipse Augment Mod buff being shared with Necramechs. Hotfix 29.2.4 (2020-10-15) Fixed Mirage’s Eclipse ability not functioning properly with Deferred Rendering enabled. As detailed here! A sharp-eyed Tenno noticed a change with Eclipse's damage bonus using our new Enhanced Graphics engine setting, and it turns out Mirage had us all under an illusion. Eclipse changes its effect intensity based on how bright (or dark) your current location is. The game calculates the brightness by considering all the light sources that are affecting you. The problem... Under the Enhanced Graphics engine, lighting is handled in a different way than the Classic way we've been using for years. So while playing Landscape missions the sunlight was not being included in the intensity. What looked like bright open ground lit by the sun was, as far as the game is concerned internally, gloomy and overcast. This will be fixed such that the Eclipse ability will consider the real-time sunlight under the Enhanced renderer. We cannot guarantee that the results will be exactly the same using the two equations, but any difference should be negligible. Hotfix 28.3.3 (2020-08-13) Fixed a crash that could occur when using Archwing while Mirage’s Hall of Mirrors is active. Update 28.3 (2020-08-12) Warframe Blueprint and Component costs from Simaris have been reduced by 50%! Fixed Mirage Hall of Mirror clones not copying certain animations (Ability casts, Emotes, etc). Hotfix 28.0.6 (2020-06-24) Fixed Status Effects on the Melee weapons of Mirage's Hall of Mirrors clones not disappearing when you stare through her body, as they are supposed to. Update 28.0 (2020-06-11) Fixed the TennoCon 2020 Syandana clipping with Mirage lower body. Update 27.4 (2020-05-01) Continued performance improvements towards Mirage’s Hall of Mirror clones when using a Multishot weapon. Improved Mirage's Sleight of Hand's detection of light and dark areas to decide which booby trap to spawn. Also fixed a bug where the 'package' could use the wrong type of explosion based on light/dark in certain situations. Fixed Mirage’s Mithra skin icon having different colors than the actual skin. Fixed a script error caused by a Mirage Sleight Of Hand trap wanting to explode after it has already expired. Fixed script error related to Mirage’s Sleight of Hand ability. Update 27.3 (2020-03-24) Fixed Mirage’s Explosive Legerdemain Augment damaging everything within range, including allies or even the Defense objective, if the Mirage leaves the game session. Update 27.2 (2020-03-05) Armor Change: Mirage: 65 to 100 Mirage Prime: 150 to 175 Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warframes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes. Fixed Mirage’s Hall of Mirror clones not animating properly during double/wall jumps. Fixed script error with Mirage’s Eclipse ability. Hotfix 27.1.0.1 (2020-02-04) Fixed a crash when aiming with Quatz (possibly other similar weapons that change fire mode on aim) and switching weapons while Mirage Hall of Mirrors is active. Update 27.1 (2020-02-04) Fixed Mirage’s Hall of Mirror clones not shooting the last round in your magazine. Fixed Mirage’s Hall of Mirror clones not animating properly for double/wall jumps. Hotfix 27.0.12 (2020-01-23) Mirage ability videos have been added to her Arsenal! Fixed the Vengeful Charge Ephemera providing constant light source for Mirage's Eclipse, resulting in a cosmetic granting the light buff to remain 99% of the time. Update 26.1 (2019-11-22) Restored Mirage’s Eclipse granting its ‘light’ buff when Mirage is on fire AND when under the effect of an Electricity Status Effect. Hotfix 25.7.4 (2019-09-05) Fixed Mirage’s Hall of Mirror clone kills not counting towards ‘kills’ for relevant Challenges/Acts. Update 25.7 (2019-08-29) Fixed the Narvarr Prime shoulder armor clipping through Mirage Prime’s shoulder plates. Fixed Mirage’s Hall of Mirror clones sometimes using their Primary Fire instead of Alt Fire for the Corinth and Euphona Prime. Fixed Amalgam Heqet clones causing screen flickering when used on Mirage. (Undocumented) Hall of Mirrors clones can now shoot copies of  Azima's alt fire disks. Update 25.6 (2019-08-08) Explosive Legerdemain - Sleight of Hand Augment - Mirage Increase damage and status chance when triggered Total Eclipse - Eclipse Augment - Mirage Increase range on the buff to other players Hotfix 25.4.1 (2019-07-24) Fixed Mirage’s Hall Of Mirrors ability causing the Quatz’ Electric Discharge sound to unintentionally play duplicate instances. Hotfix 25.3.3 (2019-07-16) Fixed an issue with Cernos Prime arrows fired by Mirage's Hall of Mirrors clones always hitting the floor. Update 25.2 (2019-06-19) Fixed Mirage Sleight of Hand not working with Gas City objects. Update 25.1 (2019-06-05) Fixed seeing a large beam of light FX when firing the Ferrox with Mirage’s Hall of Mirrors active as reported here. Update 25.0 (2019-05-22) Cephalon Simaris now sells Blueprints given during quests in his Offerings! This allows you to purchase these items in the event that you’ve accidentally sold them. Hotfix 24.7.2 (2019-04-17) Fixed Mirage’s Hall of Mirror clones leaving behind Gaze (Kitgun) beams if the ability ends while firing. Fixed Mirage’s Sleight of Hand ability confusing Pets equipped with Scavenge. Update 24.6 (2019-04-04) Optimizations towards Mirage Hall of Mirrors projectile FX for Staticor and Ogris that was causing crashes. Update 23.5 (2018-08-24) Fixed wonky FX when casting Mirage’s Eclipse on certain Armor Attachments. Hotfix 23.3.2 (2018-08-13) Fixed Mirage's Eclipse ability causing some Syandanas (eg. Repala, Vasa, etc.) to change colour to match her Warframe Energy. Hotfix 23.0.2 (2018-06-15) Fixed Mirage’s Hall of Mirrors clones not displaying any of your equipped weapons. Update 23.0 (2018-06-15) Fixed Mirage’s Hall of Mirror clones applying Melee Stealth bonus 100% of the time. Update 22.20 (2018-05-17) Fixed kills made by Mirage's Hall of Mirror clones not contributing towards Onslaught Efficiency. Fixed rare cases of Mirage’s Hall of Mirrors creating a permanently firing Opticor. Hotfix 22.18.5 (2018-04-24) Fixed an issue with Mirage's Hall of Mirror clone kills not counting towards anything. Hotfix 22.16.4 (2018-03-20) Fixed a script error relating to Mirage. Update 22.14 (2018-03-01) Fixed Mirage not gaining Warframe Affinity when getting kills with her Hall of Mirrors clones Hotfix 22.12.3 (2018-02-12) Fixed Mirage Prime's materials looking muddy during Eclipse in the dark. Fixed a script error when casting Mirage Prime’s Hall of Mirrors. Update 22.12 (2018-02-09) Mirage's Eclipse Duration has been buffed and now matches Hall of Mirrors at Max Rank (so you can better coordinate the upkeep). Update 22.8 (2017-12-21) Mirage's Hall of Mirrors casting animation has been changed to match the style of the Mirage Prime trailer! Update 22.7 (2017-12-12) Update 22.4 (2017-11-23) Mirage Sleight of Hand Changes: In addition to booby trapping nearby objects, Mirage’s Sleight of Hand now spawns a jewel that attracts near by enemies! If Sleight of Hand is used with Hall of Mirrors, each of her clones will also place a smaller jewel with a smaller enemy attraction. The jewel Damage, Blind Duration, and Range increases with the level of Sleight of Hand. If the jewel is placed in the light, it will deliver a radial explosion to nearby enemies. If the jewel is placed in the dark, it will deliver a radial blind to nearby enemies. Jewels will be auto-destroyed if they go unused after 20 seconds. Hotfix 22.2.5 (2017-11-11) Fixed Mirage’s Total Eclipse Augment Mod applying to the Operator. Update 22.0 (2017-10-12) Fixed Mirage’s Slight of Hand interaction with pickups. Update 21.5 (2016-08-16) Fixed Mirage’s Hall of Mirrors not making the strap on Lenz's quiver go invisible. Fixed Mirage’s Hall of Mirrors not matching set holster customizations. Hotfix 21.4.2 (2017-08-11) Fixed Mirage’s Hall of Mirrors only creating 1 Lenz explosion instead of 3. Hotfix 21.0.9 (2017-07-17) Fixes towards the Grax Mirage skin to better match the original Steam Workshop images. Update 21.0 (2017-06-29) Fixed viewing windows when mousing over Mirage’s Hall of Mirror clones leaving a translucent flickering model, resulting in an obstruction of view.  Fixed Mirage’s Hall of Mirrors causing some explosive weapons’ projectiles to detonate almost immediately upon firing, causing self damage.  Fixed explosive weapons auto-detonating due to Mirage’s Hall of Mirrors clones. Fixed Oberon’s Renewal causing Mirage’s Hall of Mirrors clones to not be fully see-through. Hotfix 20.7.3 (2017-06-16) Oberon’s Renewal no longer affects Mirage’s Hall of Mirror clones since it does nothing but consume Energy. Hotfix 20.5.2 (2017-05-18) Fixed Mirage’s Hall of Mirrors causing some explosives to detonate immediately. Fixed launcher projectiles auto-detonating on the Mirage’s Hall of Mirror clones. Update 20.1 (2017-04-05) Mirage abilities now see the light more often than they used to. Previously, Mirage’s Eclipse would feel inconsistent when running through levels while going in and out of lit areas. This change will allow Eclipse to deal heavier damage as it will see light more often, but also increases Prism's damage and range by 15-20% average, as it too is affected by light! Fixed a script error when casting Mirage’s Prism. Hotfix 20.0.9 (2017-04-03) Tweaked the Abilities screen for Mirage’s Eclipse and Rhino’s Roar to show damage increase and reduction as a % to match the formatting of the HUD indicator in-game. Rounded the buff % for Mirage’s Eclipse on the HUD to avoid overlapping adjacent buff indicators. Hotfix 20.0.7 (2017-03-30) Fixed the Caustacyst’s Corrosive acid projectiles from Mirage’s Hall of Mirror clones not being inside Limbo’s Rift when cast and not being affected by the Rift Stasis mechanic. Hotfix 20.0.4 (2017-03-27) Fixed the Telos Boltace not functioning properly with Mirage’s Hall of Mirrors. Update 19.13 (2017-03-09) Fixed Auras being applied to Mirage’s Hall of Mirror clones. Update 19.12 (2017-03-02) Fixed Mirage’s Eclipse HUD buff icon being removed and not re-added if you recast as Client. Hotfix 19.11.5 (2017-02-28) Mirage’s Eclipse ability will now show a HUD buff icon when active. Fixed Mirage’s Prism ability stat screen showing the number of lasers increasing with Strength when that doesn't actually happen. Hotfix 19.11.2 (2017-02-17) Fixed Mirage's Hall of Mirrors clones remaining permanently in the Mastery Rank 22 test if active at the end of a round. Update 19.7 (2017-01-18) Fix the AoE from Nightwatch Napalm Mod doing self-damage when fired during Mirage’s Hall of Mirrors as per: this thread Hotfix 19.6.3 (2017-01-17) Fixed a script error with Mirage’s Prism. Update 19.4.2 (2016-12-20) Fixed Kuva Chest Plate clipping on Saryn, Mirage, Valkyr, Trinity and their Prime variants. Hotfix 19.3.1 (2016-12-08) Fixed Health Orbs and Ammo not respawning  for the entire game after falling victim to Mirage’s  Sleight of Hand. Hotfix 19.2.1 (2016-12-03) Fixed Mirage’s Sleight of Hand traps going away when she dies in Conclave. Update 19.2 (2016-12-01) Mirage’s Sleight of Hand traps now last indefinitely in Conclave. Fixed Clients not seeing Mirage’s Sleight of Hand trap FX. Update 19.1 (2016-11-25) Fixed Mirage’s Hall of Mirror clones applying her Aura as well. Hotfix 19.0.3 (2016-11-14) Fixed Mirage's Clones applying Auras 4x, one for each clone. * just added on 15/11, missed in original notes.  Hotfix: The Index Preview 4 (2016-10-25) Fixed a script error with Mirage’s Hall of Mirror clones on Dedicated Servers. Update: The Index Preview (2016-10-20) Optimized frame-time spikes when Mirage Prism' bursts. Hotfix: The Vacuum Within 3 (2016-10-13) Removed the ability to ally mark Mirage’s clones. This was causing the minimap to become hectic with too many blue dots. Fixed Mirage’s clones throwing invisible Glaives. Hotfix: Specters of the Rail 0.1 (2016-07-08) Fixed a crash that could occur if a non-replicated avatar (ie. Mirage Clone) was affected by a friendly buff. Update 18.13 (2016-05-27) Fixed weapon clips (Soma, Akstiletto, etc.) lingering during Mirage’s Hall of Mirrors.  Hotfix 18.10.6 (2016-05-06) Fixed Mirage’s Hall of Mirror clones meleeing with numerous Glaives after being thrown and returned. Hotfix 18.10.4 (2016-05-02) Fixed other players getting damaged by projectiles (i.e Ogris)  after Mirage’s Hall of Mirrors expires. Update 18.10 (2016-04-29) Reduced the FX of the Thunderbolt mod on Mirage’s clones to improve performance. Update 18.7 (2016-03-30) Fixed badge placements on Excalibur, Chroma, Mirage, Saryn and Atlas. Hotfix 18.6.2 (2016-03-22) Fixed a typo that would appear in Mirage’s Quest subtitles. Update 18.5 (2016-03-04) Mirage Prism Conclave Augment Prism follows above Mirage for 4 seconds. Reduced the damage of Mirage’s Prism in Conclave. You can no longer gain energy when Mirage’s Eclipse is active in Conclave. Update 18.1 (2015-12-16) Elemental Mobility Mods no longer work with Mirage’s clones until she is at full Energy. Hotfix 18.0.8 (2015-12-11) Fixed Mirage’s clones staying slumped down and inactive after using a Focus Ability during Hall of Mirrors. Hotfix 17.6.1 (2015-10-07) Update 17.5 (2015-10-01) Only two clones from Mirage’s Hall of mirrors now fire projectiles.  This change has been made in order to help improve performance issues.  Damage has been increased on the remaining clones to compensate. Players can now skip the crafting stages of the Hidden Messages Quest if they already have built a Mirage. Update 17.4.5 (2015-09-23) Fixed the Simulor creating too many explosions when used with Mirage’s Hall of Mirrors and fire rate Mods. Update 17.4 (2015-09-09) Update 17.3 (2015-09-02) Mirage’s clones produced from Hall of Mirrors will now display a smaller explosion when using the Concealed Explosives Mod to help improve performance. Update 17.2.4 (2015-08-26) Fixed an issue with Mirage's Hall of Mirrors clones not bullet-jumping. Update 17.0 (2015-07-31) Clones produced by Mirage’s Hall of Mirrors will no longer show cosmetic items for performance reasons. Fixed Mirage’s clones from Hall of Mirrors doing full damage to the Juggernaut. Fixed occasional issues in the visual FX of Mirage’s Eclipse. Hotfix 16.10.2 (2015-07-02) Fixed charged beams from the Opticor not aiming properly when fired by Mirage’s clones. Update 16.10 (2015-06-25) Fixed a visual FX issue that would appear when Mirage used Hall of Mirrors. Update 16.8 (2015-06-10) Mirage’s Hall of Mirror clones will no longer show cosmetic attachments for clients, or if your particle quality is set to low. This change is in an attempt to resolve reports of Performance/crash reports related to Mirage. Fixed Mirage’s Hall of Mirrors causing a crash if you had no customizations on your Warframe or Melee weapon. Hotfix 16.4.3 (2015-04-24) Fixed Mirage’s Clones being able to hit Mirage with Tonkor shots. Update 16.4 (2015-04-23) Fixed issue that would occur when using Mirage’s Eclipse that would prevent the player from using this Ability, or other powers, again. Update 16.3 (2015-04-09) Sleight of Hand -  Explosive Legerdemain: Pickups are turned into proximity mines that deal damage with proc chance. Fixed visual issue with the Edo Prime Chest Piece when equipped to a Mirage using Eclipse. Update 16.2 (2015-04-01) Fixed Mirage’s clones from Hall of Mirrors sometimes shooting in the wrong direction. Fixed Mirage’s Winter Skin disappearing when Eclipse is activated. Update 15.16 (2015-02-25) Fixed enemies aiming at Hall of Mirrors aiming behind themselves, instead of at Mirage’s image. Update 15.13 (2015-02-05) Fixed Mirage’s HUD Eclipse Buff showing as going above 255% damage. Hotfix 15.11.1 (2015-01-22) Mirage is now able to gain energy from Team Energy Restore items while her Prism Ability is toggled on. Update 15.11 (2015-01-21) Fixed visual effects on Mirage’s Hall of Mirrors clones when using the Panthera. Hotfix 15.10.1 (2015-01-16) Mirage’s Hall of Malevolence Augment has been buffed to give each of Mirage’s clones a damage increase of 5% per enemy killed, up to a total of 50% max clone damage. Previously this damage increase was based on unmodded weapon damage. Mirage’s Hall of Malevolence buff will now show as a % damage increase in the UI. Update 15.10 (2015-01-15) Fixed Mirage’s Prism occasionally not be destroyed at the end of the cast. Update 15.9 (2015-01-08) Fixed Kohm creating particle effects on Mirage’s clones when particle settings are not set to High in system settings. Hotfix 15.7.2 (2014-12-19) Fixed Mirage’s Eclipse Augment effects not working correctly when applied to other Warframes. Fixed Silva and Aegis losing texture when used by Mirage during Hall of Mirrors. Fixed Mirage’s Prism never going away when cast outside of a Nullifier Crewman’s bubble, just before stepping into the bubble before the throw animation is complete. Fixed issue occasionally caused by Mirage’s Hall of Mirrors. Update 15.6 (2014-12-11) Mirage: Eclipse: Total Eclipse: The effect applies to nearby allies within a 3/3/4/5 meter radius for 25%/50%/75%/100% effect. Hotfix 15.5.9 (2014-12-08) Fixed crash that would occur when Mirage used Hall of Mirrors with a Torrid equipped as a client. Hotfix 15.5.7 (2014-12-03) Fixed Mirage’s Eclipse removing her festive holiday skin. Update 15.1 (2014-11-05) Fixed Mirage’s Hall of Mirrors clones not animating if you are using a different frames Animation Stance. Hotfix 15.0.6 (2014-10-27) Fixed issues with Mirage’s Eclipse ability not correctly working with the Edo Chest armor. Hotfix 15.0.5 (2014-10-27) Tweaked the arrow position for Mirage's Agile stance. Limited the number of augment damage stacks that can be applied to Mirage’s Hall of Mirror clones to 10. Update 15.0 (2014-10-24) Mirage: Hall of Mirrors: Hall of Malevolence: The damage of your doppelgängers is increased by %, every time you kill an enemy. Fixed issues with the way the Foundry displays certain builds-in-progress, as seen with Mirage’s Harlequin helmet. Fixed Mirage’s Hall of Mirror clones not throwing Glaives if you're the Client. Fixed Mirage’s Hall of Mirror clones turning and throwing the Glaive in the wrong direction when you have it equipped as the host. Fixed an issue where players may not receive the first Inbox message for the Mirage Quest. Update 14.10 (2014-10-08) Fixed an issue with the Harlequin Mirage Helmet Blueprint incorrectly appearing as the Arcane Scorpion *Ash Helmet Blueprint. Please note that we will be re-running a functioning Harlequin Helmet alert at a similar time as the broken one, but with a doubled duration. Update 14.9 (2014-10-01) Fixed Mirage’s Prism lasers not targeting Orokin Drones. Fixed Mirage’s Prism saying it used 100 power to activate when it only uses 50. Fixed cases of Mirage’s Prism lasting forever/not using any energy, and being able to launch a second Prism. Fixed Mirage’s Prism prematurely detonating if it hits a defense target. Fixed Corpus security cameras sometimes being blind to a Mirage with Eclipse active. Fixed issues with the Mirage Codex/Quest diorama having the wrong or conflicting Warframe presented. Update 14.8 (2014-09-24) Added in missing idle animations for Loki, Mirage, and Nova (noble). When inactive for a few seconds, each of these frames will now have idles! Hotfix 14.7.3 (2014-09-19) Fixed issue with enemy AI freezing when trying to 'pull' a Mirage Hall of Mirror clone. Update 14.7 (2014-09-17) Further improved the aiming of Mirage's Prism projectile. Improved the performance of Mirage's Prism and Nova's Wormhole ability. Fixed Mirage's Prism not being properly castable by AI. Update 14.6 (2014-09-11) Improved the aiming direction of Mirage's Prism ability. Hotfix 14.5.1 (2014-08-30) Changed Mirage Alt Helm to be untradable. Hotfix 14.5.0.2 (2014-08-28) Fixed Mirage’s Eclipse lasting forever when cast. Update 14.5 (2014-08-28) Changed FX of Laser Doors when affected by Mirage’s abilities to better indicate you’re safe to run through. Fixed Mirage’s Hall of Mirrors not being affected by some mods (Heavy Caliber). Update 14.2 (2014-08-13) Fixed an issue with Mirage’s Eclipse damage bonus not applying to all damage types (like Penta explosion). Fixed a number of animation issues seen with Mirage's agile and noble idle animations. Update 14.1 (2014-07-30) Fixed issue with progression on the Mirage ‘Hidden Messages’ quest if you already crafted the Chassis or already own a completed Mirage. Hotfix 14.0.9 (2014-07-26) Fixed an issue with the Mirage’s Prism visuals persisting in the game world if the ability was casted repeatedly (spammed). Hotfix 14.0.6 (2014-07-22) Fixed an issue with the Illiac Chest piece clipping into Ember, Nyx, and Mirage frames. Hotfix 14.0.5 (2014-07-21) Included a max number of instances for explosions available with Mirage’s Sleight of Hand ability. Improved the performance of Mirage’s Prism ability on lower end computers. Performance Improvements for Mirage + Hall of Mirrors and Angstrum, Ogris, Penta, and Mutalist Quanta, and Stug. Improved performance on Mirage’s Prism when Particle Quality is set to low. Fixed Mirage Hall of Mirror ‘illusions’ doing friendly damage in dojo duels, and possibly other places as well. Fixed cases of Mirage’s Hall of Mirrors Friendly Fire caused by temporary radiation induced faction change. Hotfix 14.0.4 (2014-07-21) Fixed Mirage quest mid-point not sending transmissions to continue finding the parts. Hotfix 14.0.1 (2014-07-18) Altered the range of the visual effect of Mirage's Sleight of Hand ability. Reduced the amount of projectile visual effects seen when using specific weapons in conjunction with Mirage's Hall of Mirror clones. Fixed a number of power in use and loss of functionality issues related to Mirage's Sleight of Hand ability. Update 14.0 (2014-07-18) Introduced via Hidden Messages quest.