AladVPortrait d
“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers.

For the enemy, see Necramech (Enemy) and The Murmur#Rogue Necramechs.
Look, you were the second wave, kid. The Necramechs were Void-shielded, Sentient-pulse immune... as bright as a bag of hammers and just as dependable. Not like you.

Necramechs are weapon platforms built by the EntratiIcon Entrati that can be encountered on the ruins of the Cambion Drift, Deimos. They are heavily armored bipedal war machines built during The Old War as a predecessor to Warframes, though they were far less intelligent. The Tenno are capable of accessing these Old War relics using Transference, and can deploy them in Landscapes.

Lore & History[]

The Old War[]

Necramechs are heavily armored, archaic war platforms that were designed by Father to fight against the encroaching Sentient forces. Thanks to their Void-shielding, Necramechs were immune to the tech-disabling pulses of the Orphix, and became a solid defense against the invading Sentients.

One notable Necramech was the experimental Tombjockey; a squat mech with a low center of gravity, built for endurance. During a test drive into the Lux-Severin Hotzone, the Tombjockey came across a Sentient Ropalolyst, which proceeded to tear the Necramech to pieces.

However, due to the mechs' rudimentary behavior, the Orokin claimed that they weren't smart enough to face the ever-evolving Sentients, and chose to retire them early in favor of the more advanced Warframes.

The Re-emergence of Deimos[]

After the Heart began to fail, Deimos was forced to re-phase back into martian orbit. The moon has long since succumbed to the Infested Grey Strain, with the Entrati's remaining Necramechs regressing to their autonomous-kill precepts, causing them to indiscriminately attack what ever is in front of them.

Currently, these hostile Necramechs can be found defending the subterranean Isolation Vaults, located beneath the surface of the Cambion Drift.

Some friendly Necramechs, the exception, do roam the surface of the Cambion Drift.

Albrecht's Laboratories[]

Main article: Whispers in the Walls

Albrecht Entrati has employed smaller Necramech models to defend his labs, located deep within the underground of Deimos. However, these Necramechs have long since malfunctioned and no longer perceive The Indifference and The Murmur as an enemy.

Acquisition[]

Necramechs can be piloted by an Operator (which requires completion of The War Within) via Transference, whether they are found in the Cambion Drift or owned by the player.

Inactive/Temporary[]

SpawnLocationsintheCambionDrift

Spawn locations of Fallen Necramechs

Fallen Necramechs can be found in the fields of the Cambion Drift during Fass or during Orphix missions. An Operator only needs to initiate Transference (default 5 ) when near an operational inactive Necramech in order to board them. Necramech wreckage eligible for Transference can be identified by a blue aura emanating from them. Necramechs are capable of spawning in a few of the several pre-defined locations at a time, randomly selected upon the player entering the Drift.

These Necramechs will only have Rank 0 base stats with no mods, though they will have all of their abilities at max rank, and use an unmodded Mausolon Mausolon as their default weapon.

During Vome, these Necramechs become active and fight enemies automatically. These active Necramechs cannot be boarded using Transference.

Owned/Permanent[]

Players can craft their own Necramechs by buying their component blueprints through the NecraloidIcon Necraloid Syndicate. Each Necramech requires their own Casing, Engine, Capsule, and Weapon Pod to be built from their damaged counterparts. Damaged Necramech components are bought from Father or obtained by defeating enemy Necramechs in Isolation Vault bounties.

A built Necramech takes up one Necramech slot. Players start out with four Necramech slots by default and more can be purchased from the Market for 20 Platinum each. Alternatively, pre-built Necramechs can be bought from the Market for 375 Platinum, which come with a free pre-installed OrokinReactor Orokin Reactor and a Necramech slot.

Acquiring a Necramech also requires an open Archwing Weapon slot as they come with a Mausolon Mausolon Archgun.

Player-owned Necramechs have a customizable livery and can be equipped with various Necramech-exclusive Mods to enhance their abilities. A NecramechSummon Necramech Summon Gear is automatically given to the player upon acquiring their first Necramech, which allows players to summon the Necramech for use on most open-world Landscape (Cambion Drift, Plains of Eidolon, and Orb Vallis) and Conjunction Survival game modes. Acquiring Tactical Intrinsic Rank 5 allows the Necramech to be summoned in the grounded portions of Empyrean missions. The Necramech Summon Gear has a 1 minute cooldown (45 seconds with Intrinsics Tactical Rank 8) before it can be used again if the Necramech is destroyed, and a 10-second cooldown if the Necramech is still active. In Conjunction Survival, the Necramech has a duration of 2 minutes before automatically self-destructing, and has a cooldown of 10 minutes (7 minutes and 30 seconds with Intrinsics Tactical Rank 8) upon first activation of the gear item.

Models[]

Mechanics[]

Mobility and Control[]

Necramechs are capable of walking, jumping (default Space ), and slide dashing (default tap Shift  + any directional key). For more advanced maneuvers, the Necramechs have an Engine gauge denoting fuel, which is consumed when performing its unique movement techniques, and naturally replenishes if the Necramech is standing still or using standard movement (it will not replenish however during falling from heights). Sprinting (default holding Shift ) also consumes the Engine gauge.

The Necramech has two advanced maneuvers unique to it:

  • Slide: Necramechs can perform a slide (default tapping and hold Shift ) which propels it at high speed towards its current heading.
    • It can be steered by the directional keys (default A  to turn left and D  to turn right), though turning radius while sliding is significantly widened.
    • Sliding ragdolls and damages enemies in its path, and also breaks any destructible environmental objects like loot crates.
    • Sliding can be maintained for as long as the Necramech has Engine fuel, and will only stop if the gauge is depleted, the sprint key is pressed, or the Necramech performs another maneuver like jumping. At the end of the slide (either through intentional stop or running out of fuel) while on the ground a forced recovery stomping animation will play out, resulting in an unavoidable moment of unresponsiveness of about 2 seconds. Despite the forceful appearance this animation does not deal any additional damage.
    • While the animation for the slide results in the Necramech lowering its height significantly, its actual collision model does not change and thus still unable to pass through "standard size" doorways.
  • Hover: While in mid-air either from jumping or falling from heights, Necramechs can activate their flight thrusters while aiming (default hold Mouse 2  while airborne), making them hover which drastically slows down their rate of descent.
    • While hovering, the Necramech can move in any direction using the directional keys allowing it to fly across short distances. Necramechs also retain any forward momentum from ground movement when hovering, thus additional speed can be attained by sprinting then jumping into a hover. The flight thrusters only slow the Necramech's rate of descent, so it gradually loses altitude even if the thrusters are still active.
    • Also crouching and sprinting can be used while hovering to speed up/slow down the directional movement.
    • Hovering can be performed as long as the Necramech has Engine fuel, and the thrusters will shut off if the gauge is depleted, the jump key is released, or the mech's feet make contact with a passable surface.

Once the Fuel gauge has been depleted down to the last 5% remaining, a soft warning beeping sound will play until the Fuel recovery has kicked in.

Necramechs can crouch (default holding Ctrl ), but only while stationary and cannot crawl; combining crouch with movement will result in a slower walk with the Necramech maintaining its standing height. Likewise shooting and/or aiming while crouched will cancel out and force them to stand up for the action.

Despite their tall height, Necramechs are capable of walking through small passageways and doors where they shouldn't fit through, causing their helmets to scrape against the ceiling.

Necramechs have an innate 6 meter Mod TT 20px Vacuum-like effect that draws in pickups.

Necramechs are unable to interact with objects that require the Use key (default X ), thus they are unable to hack consoles, carry objective items, grab pickups like Ayatan Stars, and revive allies.

Controlling the Necramech requires the Operator to Transference out of the Warframe. If Transference is used while the Warframe and Necramech are right next to each other or are aimed at from a distance, the player can swap between them without going into the Operator. If the Necramech is unpiloted, it becomes invulnerable to damage from all sources while any abilities will deactivate.

Combat[]

Necramechs come with 4 abilities unique to each chassis, and like Warframes require Energy to use. For their primary weapons, Necramechs can be armed with any Archgun even if it doesn't have a Gravimag installed, with regenerating ammo. They do not have an equippable melee weapon, instead using arm swipes (Pugil) and aerial ground slams, both of which can powerfully ragdoll enemies. Necramechs are able to fire their weapons and perform abilities that can be used in mid-air while hovering.

Necramechs are immune to Knockdown b Knockdown, RollingDroneAvatar Stagger, and Status Effects and they cannot be affected by special enemy incapacitation abilities such as the Deimos Tendril Drone's latching attack. However, they are affected by the energy residue left by Vome and Fass as well as Energy and Leech Eximus' draining powers and they are slowed by Arctic Eximus' auras and Nox's sludges. They will also be slowed during grapple attack animations from enemies such as the Ancient Healer.

Warframe abilities cannot directly affect a Necramech, however they can still make use of abilities such as ElectricShield130xWhite Electric Shield and shoot through it for additional damage, or utilize cover abilities such as SnowGlobe130xWhite Snow Globe to avoid enemy fire. They are affected by allied unit effects however, such as gaining bonus shields from Shield Ospreys and damage resistance from Ancient Healers, either in Specter form or spawned/turned friendly through Warframe abilities.

Necramechs do not enter bleedout and will explode once their health is depleted.

Necramechs can pick up Health and Energy Orbs dropped from enemies, the environment, or from Warframe abilities, but cannot be healed or energized directly by Warframe abilities or consumables.

They can be repaired using:

They can replenish energy reserves through:

They do not benefit from gear item consumables or Warframe abilities, such as:

Ranking and Modding[]

The Necramech features 12 mod slots unlike other vehicles (e.g. Archwings or K-Drives). To compensate, each polarization increases its rank by 2 up to a max of 40 after 5 Forma, increasing mod capacity to a total of 80 at rank 40 with an Orokin Reactor installed. Additional polarizations can be added when the Necramech reaches its new max rank at that polarization level. Each additional rank also gives Mastery Rank Experience, giving 8,000 points in total.

Their default melee Pugil cannot be modded.

Player-built Necramechs can be equipped with the following Necramech exclusive mods:

Customization[]

Necramechs can have their appearances customized with various skins and helmets. Notably, if a player owns more than one model of Necramech, the helmets from those models can be used on other Necramech models as well (e.g. owning a Bonewidow will allow players to use the Bonewidow helmet on a Voidrig).

Skins & Sigils[]

Notes[]

  • Visually, Fallen Necramechs can be identified from stock player versions by their duller and less vibrant colors, the lack of ornate painted patterns on their thighs, and the rougher pitted texture on their armor.
  • Active abilities such as NechramechShock Storm Shroud will be deactivated upon leaving the Necramech.
  • While not affected by Warframe abilities, Necramechs are affected by non-Tenno Specter support functions or some enemies under MindControl130xWhite Mind Control. This includes all types of Shield Ospreys (giving bonus shields and shield recharge boosts), Ancient Healers (for heavy damage redirection towards the Healer itself), and Guardian type Eximus units (faster recharge speed for shields).
    • Similarly, they are adversely affected by some enemy abilities, such as Energy Leech Eximus draining the mech's energy reserves, slowed movement and fire rate from Arctic Eximus, and can be moved around by some special abilities that normally knock a Warframe down.
  • Railjack Intrinsics apply bonuses to Necramechs, which can apply even outside of Empyrean missions:

Bugs[]

  • Jumping and Meleeing can be "queued", causing you to jump or melee even if that wasn't your intention after doing another action. (For example you were doing a slide attack and pressed space, but moments later you decide against jumping, you will still jump regardless when the sprint ends).
  • For clients, Mechs may spawn with missing pieces which may prevent the player from attacking or leaving their mech in any way, making death the only way to free yourself from mech control. If this bug happens the mech will be permanently broken for the rest of the mission.
  • When summoning a Necramech it may not spawn and the player must wait for cooldown period to end before trying again.
  • Voidrig’s necraweb canister won’t get thrown when pressing the button
  • The necramech’s arm with the archgun will spasm out from time to time

Trivia[]

  • The "Necra" in Necramech likely refers to "Necro", a Greek prefix meaning "death". This would line up with the Orokin's ability to cheat death by transferring themselves into new bodies, much like the player who transfers into their Necramech does not die when their vessel is destroyed, as well as the depiction of a human skull on the chassis.
    • Uniquely, in the game files both Voidrig and Bonewidow are referred to as "NechroMech" and "ThanoMech" respectively. Bonewidow's "Thano-" likely refers to Thanatos, the personification of Death in Greek mythology.
  • During TennoCon 2020, a Voidrig statue was depicted wielding a Veritux Veritux. However, Necramechs are currently not capable of wielding Archmelees (with the exception of Bonewidow's Ironbride Ironbride channeled from ThanomechSword Exalted Ironbride).
  • While in use necramechs occasionally "talk". Their talking is composited mostly of mechanical sounding noises from grunts to short bursts of static chatter.

Gallery[]

Patch History[]

Hotfix 36.0.2 (2024-06-19)

  • Player Necramech changes:
    • Player Necramech’s Shields now have a 50% Damage Reduction.
    • Also fixed Warframe and the Railjack Shields missing their intended 50% Damage Reduction!
    • Player Necramechs have also had their weaknesses/resistances standardized to match Tenno Health.

Update 36.0 (2024-06-18)

Voidrig Acquisition Improvements
  • Players who haven’t completed The War Within are now prevented from equipping the Necramech Summon to their Gear Wheel.
  • Further amended the Voidrig Blueprint build requirements to require less investment in the Necralisk Syndicate, reduce overall farming time, and include resources that can be found in the regular Star Chart.
    • Voidrig Casing Blueprint:
      • Replaced 8 Stellated Necrathene (Rank 2) with 30 Faceted Tiametrite (Rank 0)
      • Replaced 5 Cranial Foremount (Rank 4) with 140 Lucent Teroglobes
    • Voidrig Engine Blueprint:
      • Replaced 1 Biotic Filter with 4 Parasitic Tethermaw
      • Replaced 6 Cabochon Embolos (Rank 3) with 10 Orokin Cells
    • Voidrig Capsule Blueprint:
      • Replaced 2 Scintillant (locked behind Master Rank 5) with 3 Morphics
      • Reduced Spinal Core Section cost from 15 to 12, as players can get a maximum of 2 per fish
    • Voidrig Weapon Pod Blueprint:
      • Replaced 40 Thaumic Distillate (Rank 2) with 40 Purified Heciphron (Rank 1)
      • Replaced 6 Trapezium Xenorhast (Rank 3) with 30 Purged Dagonic (Rank 0)
  • Moved Damaged Necramech pieces from Necraloid’s offerings in the Necralisk to Father.
    • Players are given the Voidrig Blueprints upon completing the Heart of Deimos, but the majority of the acquisition path is hidden behind The War Within. While we initially added these items to Necraloid in Update 34: Abyss of Dagath, we found that players still had difficulty finding them, especially if they had not yet progressed in the Main Story Path. Moving them to Father is lore-consistent and should help reduce the grind further.

Update 35.6 (2024-05-15)

  • Fixed player Necramechs spawning through the floor in Albrecht’s Laboratories instead of from the dispenser.

Hotfix 35.5.9 (2024-05-01)

  • Fixed Transferring from a Necramech into a Warframe that is riding a K-Drive causing a loss of function.

Hotfix 35.5.7 (2024-04-17)

  • Fixed the Arsenal UI for Necramechs only showing their Melee attack stats.

Hotfix 35.5.1 (2024-03-27)

  • Fixed a script error in the Netracell caused by carrying the Knifestep Keyglyph and using Necramech.
    • Additionally, fixed Knifestep not activating consistently while moving.
  • Fixed several script errors (notably while controlling Necramech) in the Effervo, Assassination mission on Deimos.

Update 35.5 (2024-03-27)

  • Fixes towards performance issues caused by multiple Necramech units exploding at once.
  • Fixed players getting a downed/revived UI message when a squadmate’s Necramech exploded in Albrecht’s Laboratories.

Hotfix 35.0.3 (2023-12-18)

  • Fixed player Necramechs not regenerating Shields.

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

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. Here are a few outliers before we get into the nitty-gritty of it:

  • Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
    • Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update).
  • Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
    • ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped.

Necramech Changes

Necramechs have also been updated to apply Health / Shield / Energy / Armor values to Max Rank stats.

Mod Changes:
(values shown at max rank)

Health:
Necramech Vitality: +100% Health (was +120%)

Shields:
Necramech Redirection: +100% Shield Capacity (was +220%)

Armor:
Necramech Steel Fiber: +100% Armor (was +90%)

Energy:
Necramech Flow: +100% Energy Max (was +150%)

Necramech Stat Changes:

BONEWIDOW Health: Base Rank - 1880 (from 1800) / Max Rank - 2880 (from 3600) Shields: Base Rank - 430 (from 300) / Max Rank - 630 (from 600) Armor: Base Rank - 480 (from 500)

Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

VOIDRIG Health: Base Rank - 1400 (from 1500) / Max Rank - 2400 (from 3000) Shields: Base Rank - 850 (from 500) / Max Rank - 1050 (from 1000) Armor: Base Rank - 385 (from 400)

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!

Necramech Acquisition Changes

Another part of a Tenno’s path is improving their gear, especially once they’ve unlocked their Operator. In addition to the Focus Point acquisition changes covered above in the System Changes section, we’ve made the following tweaks to improve player acquisition for Necramechs:

General Fixes:

Update 33.5 (2023-06-21)

Hotfix 33.0.11 (2023-05-24)

Update 33.0 (2023-04-26)

Update 32.3 (2023-02-15)

Update 32.1 (2022-11-02)

Hotfix 32.0.7 (2022-09-28)

Hotfix 32.0.3 (2022-09-14)

Hotfix 31.7.2 (2022-08-17)

Hotfix 31.6.4 (2022-07-14)

Update 31.6 (2022-06-09)

Hotfix 31.5.8 (2022-05-11)

Update 31.5 (2022-04-27)

Update 31.1 (2022-02-09)

Update 30.9 (2021-11-11)

Necramech Drop Rate & Crafting Cost Changes

Necramechs have started to play a vital role within the System - from being part of the Railjack experience, to a great tool in our Open Worlds. While their firepower provides an advantage, the time and resource investment required to obtain one has shown to be a deterrent to newer players. As The New War approaches, we aim to alleviate that initial friction and provide an easier path of obtainment.

Enemy Necramechs now have a 50% chance to drop a Necramech part across the board, evenly distributed. The battle required to defeat an enemy Necramech is not easy nor quick. This increased chance of getting a Necramech part helps to reduce the time investment needed in order to gather the mandatory parts to build your first Necramech.

Additionally, we’ve halved most of the Mining/Fishing part costs for crafting the Voidrig as this is the ‘first’ Necramech players see in the Heart of Deimos quest, so we want to make acquiring it a little easier. Bonewidow has been left as is as a longer-term goal.

The changes are:

FIXES:

Update 30.7 (2021-09-08)

Update 30.5 (2021-07-06)

Hotfix 30.3.3 (2021-05-28)

Hotfix 30.0.6 (2021-04-20)

Update 30.0 (2021-04-13)

Hotfix 29.10.7 (2021-03-26)

Hotfix 29.10.5 (2021-03-24)

Hotfix 29.10.3 (2021-03-23)

Update 29.10 (2021-03-19)

Hotfix 29.6.8 (2021-01-25)

Hotfix 29.6.6 (2021-01-12)

Hotfix 29.6.5 (2021-01-09)

Hotfix 29.6.4 (2021-01-06)

Arch-gun Weapon Inventory Slots Explanation and Fix

When we first introduced Necramechs to Warframe, they did not have a “head” component that you could change. You just owned an entire Necramech and that was it. In order to increase the cosmetic flexibility of Necramechs we made the head modular, giving you the ability to change it the same way you can change a Warframe’s Helmet. A script was run that retroactively gave you the Helmets of Necramechs you already owned so you didn't have to build them again to get the Helmet.

A mistake in that script caused players to receive extra copies of the Mausolon gun (which comes with Crafting/Claiming a Necramech in the Foundry), but without increasing your number of Archwing Weapon inventory Slots to hold them. This caused players who had already filled up their Inventory Slots to receive an error message that said "Invalid slots: Contact support" when trying to build a new Necramech or Archwing weapon. Selling the excess Mausolons you received would only temporarily suppress this error because as soon as you built another Arch-gun, you would again own more Arch-guns than you owned Inventory Slots.

The fix: upon login, if you own more Arch-guns than Slots, your Inventory count is corrected in the backend. You will still receive the "Invalid Slots" error if you try to claim a Necramech or Arch-gun from the Foundry, however, when you sell excess Arch-guns or buy Slots from the Market, the problem fixes itself for real instead of just suppressing the error message.

Changes
Fixes

Hotfix 29.6.3 (2020-12-22)

Hotfix 29.6.2 (2020-12-22)

Hotfix 29.6.1 (2020-12-18)

Update 29.6 (2020-12-18)

Hotfix 29.5.9 (2020-12-15)

Hotfix 29.5.7 (2020-12-10)

Hotfix 29.5.6 (2020-12-01)

Hotfix 29.5.5 (2020-11-27)

Hotfix 29.5.4 (2020-11-25)

Hotfix 29.5.3 (2020-11-23)

Hotfix 29.5.2 (2020-11-20)

Update 29.5 (2020-11-19)

NEW NECRAMECH - BONEWIDOW:

This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.

Abilities:

MEATHOOK

Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.

SHIELD MAIDEN

Raise Bonewidow’s shield to block incoming forward damage.

FIRING LINE

Sweep surrounding enemies into the line of fire with a force beam.

EXALTED IRONBRIDE

Summon a devastating exalted blade.

*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!

MORGHA

Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.

*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!

BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/

New Necramech Mods (max rank)

Necramech Flow

+150% Energy Max

Necramech Efficiency

+60% Engine Efficiency

Necramech Drift

+150% Hover Efficiency

Necramech Friction

+60% Slide Efficiency

Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!

DEIMOS QUALITY OF LIFE CHANGES:
GENERAL DEIMOS CHANGES:
GENERAL ADDITIONS:
CONTROLLER CHANGES/FIXES:
FIXES:

Fixed being able to use Emotes in Necramech as a Client. Mr.Roboto no more.

Update 29.3 (2020-10-27)

Hotfix 29.1.1 (2020-09-18)

Update 29.1 (2020-09-17)

SNAKE NECRAMECH SIGIL

This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!

SNAKE VOIDRIG SKIN

Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.

*Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!

Necramech Changes & Fixes

Hotfix 29.0.8.1 (2020-09-10)

Hotfix 29.0.8 (2020-09-10)

Hotfix 29.0.7 (2020-09-03)

Hotfix 29.0.6 (2020-09-01)

Hotfix 29.0.5 (2020-08-28)

Hotfix 29.0.4 (2020-08-27)

Hotfix 29.0.3 (2020-08-26)

Hotfix 29.0.2 (2020-08-26)

Hotfix 29.0.1 (2020-08-25)

Update 29.0 (2020-08-25)