Ceramic Dagger Incarnon Genesis is an item that is used to add Incarnon upgrades to the
Acquisition[]
- Upon completion of The Duviri Paradox and Angels of the Zariman, and unlocking The Steel Path, players can earn
Ceramic Dagger Incarnon Genesis from The Circuit's Steel Path to place on their Ceramic Dagger with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
Incarnon Genesis[]
Evolutions[]
- Installing the Ceramic Dagger Incarnon Genesis requires 20
Pathos Clamps, 70
Dracroot, and 80
Connla Sprouts.
- When installed, the first Evolution tier is unlocked. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Reach 6x Combo and then Heavy Attack to activate Incarnon Form.
- Incarnon Form sends forth spectral daggers during Heavy Attacks.
- Heavy Attack in Incarnon Form will fire a flurry of 2 spectral daggers towards the crosshair that explode on impact.
- Direct hits of spectral daggers inflict damage split into 10%
Impact, 33.33%
Puncture and 56.67%
Slash.
- Deals 350 total damage, unaffected by initial +Dmg increase on Evolution 2.
- Critical Chance, Critical Damage and Status Chance are the same as the base weapon.
- Direct hits can headshot.
- Direct hits of spectral daggers and explosions are affected by universal base damage sources like
Vigorous Swap,
Holster Amp,
Arcane Arachne,
Vex Armor and
Amp.
- Each explosion inflicts pure
Heat damage, with a forced
Impact proc.
- Deals 350 total damage, unaffected by initial +Dmg increase on Evolution 2.
- Critical Chance, Critical Damage and Status Chance are the same as the base weapon.
- Explosions have a 5m radius with ?% falloff, unaffected by Range mods such as
Reach.
- Explosions are silent.
- Explosions cannot headshot.
- Explosion damage is not affected by
Condition Overload.
- Direct hits of spectral daggers inflict damage split into 10%
- +100% Melee Damage
- +25% Sprint Speed
- +25% to Bullet Jump
- Heavy Attack in Incarnon Form will fire a flurry of 2 spectral daggers towards the crosshair that explode on impact.
- Incarnon Form lasts for 180 seconds or until death.
Evolution II[]
Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Gun and Blade:
- Increase Damage by +100.
- On Primary Kill: +1 Initial Combo. Stacks up to 100x.
- Initial Combo Increase stacks shows as a buff, which lasts permanently throughout the mission but are lost on death.
- Maximum stacks allows Ceramic Dagger to activate Incarnon Form, without building any additional combo.
- Perk 2: Breacher's Opportunity:
- Increase Damage by +120.
- On Shield Break: Increase damage by +80 for 8s.
Evolution III[]
Unlock Challenge: Activate this weapon's Incarnon Form 6 times in a mission.
- Perk 1: Orokin Reach:
- Increase Range by +1.
- Perk 2: Adept Reflexes:
- +20 Initial Combo.
- Perk 3: Rogue Readiness:
- On Kill: 40% chance to instantly reload Primary and Secondary weapons.
Evolution IV[]
Unlock Challenge: Kill 20 unalerted enemies with a Finisher Attack.
- Perk 1: Red Right Hand:
- On First Attack With Primary Equipped: Increase Critical Damage Multiplier by +2x.
- First attack from quickswap melee deals bonus critical damage.
- On First Attack With Primary Equipped: Increase Critical Damage Multiplier by +2x.
- Perk 2: Absolute Dominion:
- Increase Status Chance by +30%.
- Perk 3: Absolute Valor:
- Increase Critical Chance by +30%.
Known Bugs[]
- Direct hits of spectral daggers and explosions do not benefit from base damage sources like
Primed Pressure Point,
Spoiled Strike,
Killing Blow and
Arcane Fury.
Condition Overload is multiplicative to base damage bonuses on spectral daggers, while being additive to them on physical melee hits.
- Evolution II: Gun and Blade
Condition Overload ignores the +100 innate damage.
- Evolution II: Breacher's Opportunity
Condition Overload ignores the +120 innate damage.
- Evolution IV: Red Right Hand
- Does not affect spectral dagger explosions.
- Affects only one of the two spectral daggers.
Patch History[]
Update 37.0 (2024-10-02)
- Fixed Incarnon Geneses of the Ceramic Dagger missing the custom Melee Incarnon reticle.
Update 36.0 (2024-06-18)
- Fixed the Incarnon Ceramic Dagger upgrade Gun and Blade triggering when killing enemies with a Secondary weapon.
Hotfix 35.5.3 (2024-04-04)
- Fixed Ceramic Dagger Incarnon’s Gun and Blade Evolution Perk using the wrong description and Breacher’s Opportunity being blank.
Update 33.6 (2023-07-27)
- Fixed being able to self-stagger using the Ceramic Dagger Incarnon heavy attack.
Hotfix 33.5.3 (2023-06-23)
- Fixed challenge descriptions appearing as a file path for the following Incarnon Geneses weapons:
- Ceramic Dagger’s Evolution IV
Update 33.5 (2023-06-21)
- Fixed Melee Incarnon weapons (original and Genesis) missing their Incarnon Form stats in the Arsenal.
Hotfix 33.0.5 (2023-05-03)
- Fixed Melee Incarnon Weapons using the incorrect HUD indicator to state that Incarnon Mode was ready.
Hotfix 33.0.7 (2023-05-09)
- Fixed Ceramic Dagger’s Incarnon Evolution II upgrades “Gun and Blade” and “Butcher’s Opportunity” not applying their damage bonuses.
Update 33.0 (2023-04-26)
- Introduced
CollapseIncarnon | ||
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Zariman | ![]() ![]() ![]() ![]() ![]() | |
Sanctum Anatomica | ![]() ![]() | |
The Circuit (Incarnon Genesis) |
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29 comments
I've been trying to figure out the falloff on the explosions, but it's really odd. Sometimes it seems like I'm doing 50% damage at the maximum range, other times 60% or 30%, and other times no damage at all? I've been able to proc heat status that deals 1 damage per tick, from a hit that didn't display any damage numbers, with a mod loadout that otherwise deals around 2100 damage on a direct hit. No idea what's going on with this thing.
I was playing solo disruption for Dante parts. Not once did Gun and Blade work. It was always the selected upgrade, was getting primary kills, never built combo. Later tested it on Earth exterminate, worked fine. I've heard it's actually to do with archwing? I was playing Titania.
Titania's dex pixia are not primary weapons, so they would not charge ceramic dagger
Am I the only one that doesnt want the dumb thrown daggers? I dont want to do that and mess up my stealth with piss poor damage.. I just want to heavy attack..
The Ceramic Dagger Incarnon's just not suited to Stealth. Use the Innodem (or, like, most other knives) instead.
Apparently status effect kills from primary don't seem to build stacks of the Gun and Blade evolution, only raw damage from hits do
Of course they would fix Gun and Blade but not any of the detrimental bugs that seem to be present on every single Duviri Incarnon. and i guess secondaries don't qualify as "guns"
Yeah I don't really get why it has to only work off of primary kills and not gun kills in general. Really gutted my favorite Yareli supporting melee, nice work de. Maybe the next secondary you add into the game actually works on the secondary specialist. The last two sure don't
They didn't gut anything 09/07/2024. They fixed the inconsistent description to work as intended. Just kill 100 things with a primary and it works literally exactly the same as before.
Gun and Blade was more useful for secondaries because it paired well with Secondary Outburst. I'm sad that it doesn't work anymore. If they were going to change the weapon, they should have fixed the other bugs as well.
Just get your 100 kills with a primary and you'll have exactly the same experience as before, it will still keep 100 initial combo and charge secondary outburst for the remainder of the mission.
Mesa's regulators no longer proc gun and blade as of Jade Shadow's :(
Assuming they fixed the bug where secondaries can also activate it, but haven't tested any other secondaries yet
"Evolution II: Gun and Blade
Can be stacked with pistol kills as well."
It is not true after the jade update, It can't be stacked with any secondary
It is also activating with Mesa's Regulators, but not with other pistols like Titania's Dex Pixia
The Gun and Blade, to be more exact, is activating
Literally just figured out that, for whatever reason, kills with my grimoire are counting towards the Gun And Blade buff. not sure if there's any specific reason it's working like that or if grimoires are just weird
Any primary or secondary kill counts. Mesa's regulators proc it too.
When will this become available? One random week in the future? Does it say on the Circuit wiki page, what schedule they're coming at?
EDIT: Ah yes, next week it seems
I think Gun and Blade working on secondaries is by design rather than a bug. I mean, the name of the perk itself is Gun and Blade and secondaries are guns. DE should update the perk description from "On Primary Kill" to "On Gun Kill" instead.
On weapon kill. I think this will be part of the QOL updates coming next patch.
This or Corufell ?
In Duviri undercroft missions it keeps the kill counter between undercroft missions but the Initial Combo count is lost. So once you have 100 kills all undercroft missions after it are locked at no initial combo. This is very troublesome if you are running arcane undercrofts.
Corufell looks cooler
"Perk 1: Red Right Hand:On First Attack With Primary Equipped: Increase Critical Damage Multiplier by +2x.First attack from quickswap melee deals bonus critical damage."
Wording and description on this (and its variants on other melee incarnon) are written a bit wrong.
Quickswap isn't required. either quick or the hold-to-swap both work. The bonus crit damage is applied to the very first swing/instance of damage you attempt to do at all.
That means swinging at thin air will waste the effect entirely too.
It also doesn't seem to matter if you specifically swap from primary neither. So the game's description is also very bad as well. They should've just wrote on swapping from any guns.. and maybe give this an actual buff icon too.
But considering it applies on EVERY first swing, can't really waste it if you just melee a container. Just means don't button mash. Funny enough, I've found that max attack speed and button mashing aren't actually that useful for all melees. It's kinda like a fighting game in how the combos are actually set up now.
Does Red Right Hand apply to pseudo-exalted? Most relevant here would be Landslide and Whipclaw.
Sibear incranon says that it does apply to psudo-exalted, but I wanna know if its base damage or applied after modding
Did some testing, it SEEMS to be base damage, but by what I can tell only works if you use the ability at the same time you attack to apply. I am not sure about any of this, but would be nice if someone could do further testing/clarify
"Evolution I: +100% Melee Damage as well as Evolution IV: Absolute Dominion and Absolute Valor affect pseudo-exalted weapons such as Landslide, Slash Dash, Shattered Lash and Whipclaw."
Are we sure this is a Bug and not intended? Was that confirmed somewhere?
Why would you even write this? Like why does it even matter if it's a bug/not if it's working towards your benefit? Like you players are dumb asf. We don't need nerfing to this incarnon weapon.
^ they were not asking for a nerf, and DE doesn't read the wiki. cool your jets.
No sure, they *write* it. :p
9/10/23 guy is everything wrong with gamers; "if it benefits me, don't fix it, and if it's fixed, it's because devs hates us". imbecile.
How does Red Right Hand work? In detail.
When you switch to melee from your primary weapon, either by quick melee or the weapon swap key, your next melee attack has 3.5x base critical multiplier. That's it, that's the whole effect.
It's likely aimed toward you priming enemies with a primary weapon either through status or to build up combo with the Rauta (or both) then do a heavy attack for massive damage.
There's a bug with Gun & Blade in railjack missions where after going in to archwing your combo will reset to its base initial combo without Gun & Blade stacks (so zero or whatever your inital combo would be with Evo 3 perk and/or Corrupt Charge). You keep the Gun & Blade stacks but it will not give you the correct inital combo based on number of stacks. When in ships/bases any stacks gained will give you initial combo but as if starting from zero stacks
e.g. You have 30 stacks of G&B an just enter a base from Archwing so you have zero combo. Killing 3 enemies will result in you having 33 stacks of G&B but only an initial combo of 3.
Seems like it has to do with arch-weapons (or maybe just arch-melee?) being equipped since it doesn't happen when using archwing in open worlds. Using arch-guns in atmosphere also doesn't cause the bug (though interestingly arch-guns in atmosphere will not give G&B stacks like secondaries currently do).
Explosions can stagger the player.
On a melee weapon? Are you kinding me DE.
Even Acceltra-like weapons usually have some kind of safe range to avoid constant self stagger but not this thing.
After a few hours with it, i can safely say that incarnon form feel unusable without stagger immunity.
I like playing Nezha but still...
PSF gaming
Unairu privelege wins again >:)
Unairu doesn't block self stagger..
Yes, it does. Read "Poise".
Did more testing today on it.
Direct hits can headshot. Headshot damage is pretty weird and inconsistent, especially on slash procs.
Condition Overload works on direct hits headshots. Enjoy!
Don't know if it is intended but stacks from Gun and Blade get reset on death or host migration. Making you have to rebuild the stacks again.
Probably intended. :(
Probably intended on death. Definitely not intended on host migration, but they'll probably never bother fixing it anyway.
The on Death is intended, but it's only on *Death* not Bleedout. If a Squadmate revives you, or you revive yourself via Inaros' or Sevagoth's Passives, or via the Unairu Waybound, you won't loose the stacks, just like Molt Augmented Stacks.
It's just like all buffs and stacks, they all reset on death and host migrations.
Does anyone know, evolution IV perk 2 and 3 work with Exalted Blade or Serene Storm?
@IceBen no for Whipclaw. Those evos change Ceramic Dagger base stats. Base weapon stats don't matter at all for Whipclaw, only mods.
@Chotnik I didn't get back here but currently the base stat is added to the weapon too - so Whipclaw using a Ceramic Dagger has a BASE crit chance of 55%.
Chotnik is a moron, it does affect khoras whip and the atlas still you fucking idiot.
^ chill
Does Killing Blow affect spectral daggers? Should I prioritize it or Condition Overload, if I’m planning on only using heavy attack?
Right now no base damage mod will affect the projectiles
Both are not working right now, yeah. Syam had the same issue, but it was fixed. Maybe they will not miss Ceramic Dagger this time.