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Narmer Deacons are roving sentries of
Narmer, serving as peacekeepers during The New War.
For most of the quest, they cannot be harmed and force stealth gameplay. Should the player get caught, the Deacon will weaken them with attacks and then force a Narmer Veil onto them; when the Drifter infiltrates the Orb Vallis spaceport while resisting the influence of a Veil, the Deacon will instead remotely detonate the Veil. They appear in combat during the final battle against Ballas where they are vulnerable to attack.
They appear again as enemies in Archon Hunts and Break Narmer missions.
Behavior[]
Stealth[]
Narmer Deacons mostly act like invulnerable Sensor Regulators, wandering around the area. The player must avoid the Deacons' line of sight, indicated by spotlights coming out of their own Veils. If the player get caught, the Deacon who saw them will alert other Deacons and then home at the player, and will stun them to plant a Veil on them. In the Spaceport, they detonate the Veil instead. Players can use
Smoke Screen (and later Void Mode) to escape if they get caught.
They behave almost identically in Break Narmer, only their spotting is no longer instantaneous or an instant-kill. It takes a brief moment for them to spot Kahl-175 from a distance and will launch projectiles that do heavy damage, only stunning him if they fully deplete his health, upon which they will get close and place a Narmer Veil onto Kahl. They will also react to noise made by Kahl-175 (such as gunfire or explosions), and will approach to investigate. Though normally invulnerable, the Deacons can be killed with electric shock traps activated via security cameras, and in Sneaky Sabotage an orbital strike from the Spaceport's Plasma Torch. In Junk Run, they can be lured away using propaganda drones.
Enemy[]
During Ballas' boss fight, Deacons will instead shoot beams from their Veil in a way similar to Errant Specters.
In Archon Hunts, they are encountered halfway through the showdown with the Archons. Once the Archon is at half health and flees to the second arena, said area is blocked off by an energy field. It can only be deactivated by placing the Narmer Veils from two nearby Deacons into the golden Deacon statues in front of it. They will tether themselves to nearby allies and become invulnerable until those allies are killed.
Trivia[]
- While most of the Deacons wear a Narmer Veil themselves, there is at least one Deacon without a Veil during the Drifter's debut, implying that they are loyal to Narmer by default.
- Being inflicted with a stun animation by a Deacon is inescapable. Even if the Deacon's Veil-throwing animation is interrupted (such as by Daughter's Plasma Torch killing the Deacon or being pushed out of range by extraneous circumstances) or they somehow cannot reach the player, the stun animation will continue to play for several seconds until the Operator/Drifter/Kahl keels over automatically.
Gallery[]
Patch History[]
Hotfix 32.0.4 (2022-09-14)
- Narmer Deacons will no longer perform their beam attack in Break Narmer missions.
- This attack is designated exclusively for the Stolen Plates stage in The New War Quest.
- Fixed Deacons getting way too close to Kahl after being detected, causing them to completely miss their attacks.
Hotfix 32.0.2 (2022-09-08)
- Improved Deacon beam FX to make their attacks easier to telegraph.
- Made sound adjustments to transmissions from Deacons.
Hotfix 32.0.1 (2022-09-07)
- Fixed Deacons being immune to Status Effects.
- Fixed script error when trying to spawn backup for the Archon/Deacons when they had already died.
Update 32.0 (2022-09-07)
- NEW WEEKLY MISSION: ARCHON HUNTS (AVAILABLE NOW)
Upon completion of the Veilbreaker Quest, you will unlock Archon Hunts. Archon Hunts are a new class of weekly Mission that are available each week. Now, you can tackle these Narmer experiments with a full squad at your side!
Archon Hunts can be started from the tracking console in Kahl’s Garrison (releasing next week), or through navigation. Equip your Arsenal for a true test of your formidable power as Old foes re-join the fray.
Enemy Types
Tenno who fought in The New War will remember the types of enemies that can be found in Archon Hunts. Alongside Veiled enemies, you will face Deacons. Deacons that once patrolled the Narmer-controlled system are now searching for more units to grow their flock of devout Veiled followers. Beware Tenno, coming in contact with the Deacons will be far more dangerous than your previous encounters, thanks to the posse that marches alongside them. A Deacon will stay unscathed unless you can deal with their surrounding troops first.
Update 31.0 (2021-12-15)
- Introduced
| Collapse | ||
|---|---|---|
| Grineer | Light | Narmer Flameblade • Narmer Powerfist • Narmer Shield Lancer |
| Medium | Narmer Ballista • Narmer Hellion • Narmer Lancer • Narmer Scorpion • Narmer Scorch • Narmer Trooper | |
| Heavy | Narmer Bombard • Narmer Commander • Narmer Heavy Gunner • Narmer Napalm | |
| Vehicles | Narmer Firbolg • Narmer Bolkor • Narmer Thumper Doma | |
| Corpus | Crewmen | Narmer Crewman • Narmer Detron Crewman • Narmer Jailer • Narmer Nullifier Crewman • Narmer Prod Crewman • Narmer Sniper Crewman • Narmer Corpus Tech |
| Walkers | Narmer Dera MOA • Narmer Disc MOA • Narmer Geminex MOA • Narmer Glaxion MOA • Narmer Raknoid | |
| Ospreys | Narmer Leech Osprey • Narmer Mine Osprey • Narmer Sapping Osprey • Narmer Shield Osprey | |
| Ships | Narmer Dropship | |
| Other | Narmer Deacon | |
| Archons (Bosses) | Archon Amar • Archon Boreal • Archon Nira | |





9 comments
What a bunch of lazy trash they made these out to be. They want a stealth mission? Oh, they're immune to literally anything, even void powers/amps. Just cuz. Oh, next stage? Sure you can totally kill them with whatever now. Just pathetically lazy.
You probably got skill issues lol.
Has anyone here played Dead Money, its a DLC for Fallout New Vegas and lets just say the deacons function almost identically to the single most insufferable opponent in that story, its no Cazador nor Securitron nor Deathclaw no its something way worse, its mere speakers that if you can't escape proximity of will instantly kill you and force you back to a checkpoint. The difference being is unlike these shitstains you actually can destroy those speakers and get 10 - 15 seconds as opposed to basically nothing.
I really want a codex entry for these guys. Are they Sentient? Robots? Orokin? What's below the hood? And why does one not wear a Veil?
this thing is an unexplained thing, scanning the thing will cause a paradoxical problem in the codex
Kinda wish these guys would get a codex entry.
He so sexy
*bad to the bone riff*
These guys have ferrite armor when faced in the archon bounty.
Honestly I feel like this entire faction kinda got shafted. Woulda killed to see more Sentient hybridization, or at least the veils are like part Sentient and not just a golden semi-circle, it's very Corrupted-esque really
The Corrupted vibe is intentional.
Wasnt the veils based on the orokin neural sentries?
Even if Narmer is supposedly connected to the Corrupted, both factions are still poorly fleshed-out pallet swaps. After a decade I have to wonder why DE ever bothered with the Corrupted or the Infested, when they clearly don't have the time or resources to expand upon them.
They did expand upon the Infested though, what are you talking about? They even gave them an entire open world area. Don't really care much for the Corrupted, but I do hope Narmer will get expanded upon in future updates. Veilbreaker gives me hope.
These guys scared the hell out of me.
They annoyed the hell out of me.
I hope these guys show up in next year's updates, they're too cool to restrict to just the quest.
Yeah, I want to beat them up :D
Lord Auris SAME HERE