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Welcome Tenno! A Beginners Guide to Warframe
By Coffeechipmunk and 2 collaborators
Is Warframe downloading? Check out this guide to know what to expect!
Welcome, Tenno.
Welcome to my guide! Here I will be doing my best to help starters off.

First things first, let me tell you what you're getting into. Warframe is a Player vs Environment action game, where you undertake various missions, build new weapons and equipment, and fend off the massive NPC factions. The setting is in space, as you, the Tenno, explore the solar system and beyond. Games can be played alone, or as public or private online multiplayer co-op (unfortunately, no splitscreen/local capabilities). Player vs Player action is available, but is terrible minimal at the current time.

You may be wondering, "Why do you keep calling me Tenno?" Well, Tenno, the Tennos are the faction controlled by you, the player. But, back on track! The first thing you'll do is choose your starter warframe.

**NEW MAJOR NOTE: This is way out of date and I'm getting back into the game a bit, so I'll try to fix this up. We've brought on another author to help.
Choosing Your Starter
After a short cutscene about the Grineer and Vor, you'll choose your starter!

Just kidding, instead of choosing a pokemon, you choose a kickass space ninja. Eh, I rather have one of these.

The Starter Warframes

This section is dedicated to Loki Master Race Starter. 2012-2014

This guy, named after King Arthur's sword, is named fair enough. This guy's Warframe abilities are based on sword fighting. He is an all around character, who is the best for starters. His abilities are:
    Passive: So passives are a thing now. Excalibur gains 10% attack speed and melee damage when using Longswords, Dual swords, and Nikanas. This includes his own ultimate, Exalted Blade. Kind of awesome. I think so anyway.
  1. Slash Dash: Buffed up pretty good. This is a straight forward dash that applies your melee damage to the abilities small base damage. Pile the damage on by using a strong Longsword, Dual swords, or Nikana weapon. You can also use Slash Dash to get around the map or knock down enemies in a line.
  2. Radial Blind: This move can be Excalibur's bread and butter for cheap crowd control. This can help for taking out enemies burried behind cover. If you are melee based, this is a under rated ability, as your first melee hit will do increased damage due to being a "surprise/stealth attack." When used correctly you can stun a large group of enemies, allowing a getaway. Just a warning, they can still HEAR. shooting will cause them to run away.
  3. Radial Javelin: This used to be Excalibur's big move, but after an update making the Warframe more viable, it became his third move. Which is great. Radial Javelin is a powerful but somewhat limited damage move. It deals a nice chunk of damage, but to a limited number of targets. Activating the move summons up to 12 javelins that stun/damage/kill/tickle up to 12 enemies.
  4. Exalted Blade: BY THE POWER OF GREYSKULL, I HAVE THE POWER! Excalibur summons up a lightsword to replace your melee weapon that's pretty much a straight upgrade to whatever lame melee weapon you brought in with you. Oh, you brought a Dragon Nikana? Pretty sweet. But can it shoot energy waves? No? Exalted Blade can! Slam attacks emit large radius damage, slide attacks can blind enemies, regular attacks and Slash Dash emit energy waves... It's a lot of fun. The trade off is burning your energy up as you use it, though, so make it count. Did I mention Exalted Blade gets stronger with the mods you put on your melee weapon as well? Sweet stuff.
    Super Jump: RIP in pepperonis, Super Jump. You were good son, real good. Maybe even the best.
Excalibur is an all around Warframe that is best for starters and melee focused combatants. Highly suggested.

Mag is a pretty awesome CC warframe, and is an expert when it comes to melee. She sacrifices health for shield, which is a pretty good tradeoff. Her abilities are absolutely amazing, except for one. Let's check them out! Oh yeah, and her face is the universe. It IS the universe.
    Passive: Mag's passive, Magnetic Attraction, causes her to pull pickups towards her when she Bullet Jumps. This is a great ability to have, as it makes picking stuff up super easy. Basically a passive Vacuum.
  1. Pull: Pull is one of the most destructive CC abilities I know. You pull an enemy in, and knock them off their feet, and ragdoll them. It is not very costly, and can take down a lot of enemies quickly. I use it more then her ultimate.
  2. Magnetize: Shield Polarize? What's that? This ability got buffed with an energy cost reduction, short range crowd control, and higher damage potential. Cast it to lock a target in a magnetized bubble that absorbs incoming projectiles and flings them around the bubble like crazy. When the locked enemy dies, the bubble explodes for potentially massive damage.
  3. Polarize: Bullet Attractor? What's that? IT'S BETA EVERYONE, IT'S FIIIIINE! Polarize was changed to be more effective against all enemy types. It casts out a radial wave that strips enemies of armor and shields, turning armor into shards that can be weaponized by Magnetize. Shielded enemies take damage, while armored enemies become vulnerable to Finisher damage. Finally, it'll restore the shields of allies that it touches. Mag's bread and butter support.
  4. Crush: Alright, they improved this one a bit too. Mag magnetizes the enemies themselves and CRUSHES THEIR FREAKEN BONES. This does a decent chunk of damage, which is doubled on Magnetized enemies. Every enemy caught up in Crush causes Mag to restore a portion of shields to all her teammates. That's her thing. Shields. Shields for everyone.

I'm not explaining why he's called Volt. But he's another interesting choice. Instead of being high mobility and in your face like Excalibur or hanging back and spamming abilities like Mag, Volt takes a solid middle ground. His stats are comparable to Mag's, and you'll find it easy to take advantage of his various abilities.
    Passive: Volts passive is Static Discharge, and it's pretty shocking. For every meter you travel on the ground between attacks, by walking, running, or sliding, you stack 5 electricity damage to your next attack. This stacks up to 1000 damage, though that may take a while.
  1. Shock: A straight forward lightning bolt with a high chance to stun and chain to other enemies. It's a great way to initiate crowds and does okay damage, but I find it rarely killing things by itself. The main benefit is that it doesn't interrupt what you're doing, so if you got a gun with a slow reload and 200 Grineer trying to give you a hug, give them a zap and you'll be fine. Probably. Use it on your Electric Shield to CHARGE IT FOR POWER
  2. Speed: Volt's bread and butter, at least in my opinion. He can greatly increase his team's movement speed and melee attack speed with this ability. Modded out, you can sling swords at mind blowing speeds, giving you another potent combat option.
  3. Electric Shield: If there's any reason why I don't like Volt as a replacement starter for Loki, it's this ability. It's intended purpose is to deploy cover and enhance the damage of projectiles you shoot through it, but take some caution when shooting non-traditional weapons, as the shield can cause some weapons to backfire. It reliably works with bullet weaponry though. It's seen some improvements, including the ability to carry the shield.
  4. Discharge: Sends out a radial lightning pulse. Everything caught in it gets paralyzed and spreads the shock damage. After a while, the paralyzed enemies will take damage too. Finally, you can use your first ability on a paralyzed enemy to make them explode. More lightning, more problems.
Volt is a very solid middle ground between Excalibur and Mag, so if you're having a hard time making the choice, this might be the one for you.

The Choice?

Here's the new deal - Excalibur is made for slashing his way in and out of trouble, Volt is made for flexible combative options, close, mid, or long range, and Mag is still a crowd controlling caster.
Now that you have chosen your starter pokemon warframe, it's time I teach you some of the most important things of each warframe: Affinity, Health, Shields, Armor, Energy, and Stamina.
  • Affinity: Affinity is arguably one of the most important resources in the game. Affinity is basically XP. You shoot someone? Congrats! You earned Affinity! Each mission also has a challenge (Example: Kill 30 people, kill 3 people in 10 seconds, use your Warframe ability 5 times) that'll give you more affinity mattering on the difficulty of it. So you may get 1000 affinity for one thing, and 20,000 for another.
  • Health: Health is, well, your health. It doesn't regenerate, but is usually covered by shields. When you reach 0 health, so sorry, but you just died. Your health is the red bar at the top right of the screen. You can replenish your health by picking up small red balls found after killing enemies.
  • Shields: Your shields are your first defense against the bullets speeding towards you. They are the blue bar in the top right, to the left of your health. Unlike health, however, they do regenerate after a slight delay.
  • Armor: Now this is a bit of a more advanced attribute, as it doesn't have a bar showing you exactly how much you have. Armor makes it so you are dealt less damage to your health, but not your shields. Health-based frames should worry about their armor a lot more than shield-based frames.
  • Energy: Energy is what fuels your Warframe abilities, as well as channeled melee combat. Think of it as mana, if you will. If you don't have any Energy, you cant use your Warframe abilities. You can find more Energy in small blue balls found after killing enemies.
  • Stamina: I'm sorry, what? What is this "stamina" you speak of? Are you sure you're reading the right guide? No, but seriously, before a certain update, your Warframes had stamina to maintain for maneuvers and melee combat... Not anymore! Feel free to ignore this paragraph!
A Walkthrough of Your Ship's Layout
So you've picked your starter, you've probably gotten to play with its abilities, and you've gotten through the very first mission, collecting the freebie equipment along the way. You'll now be aboard your very own ship, from which you'll be able to do... well, everything. The ship is basically the new "Solar Map" interface - you can either use Escape and click what you want to do or you can navigate your Warframe to the parts of your ship that allow you to do things.

The front, central console in front of your ship's window is the star map, allowing you to pick through the missions, alerts, invasions, and active quests with relative ease. You have a visual representation of all missions you haven't done (presented as "static" or "foggy" missions around each planet/moon). Other than the planets themselves, you can also see Enter the Void if you have Void Keys, the Derelicts if you have Derelict Keys, and your Dojo if you have a clan.

To the left of this console (if your character is positioned like they are looking out the window) is the syndicate interface. Syndicates are explained later on in the guide.

To the far left of the central console in the front of your ship, there is the Codex. This is one of the two most valuable places to obtain information about the game from. The other place is the Warframe Wikipedia page. The Codex gives you information about what items you have mastered, what quests are available (and how to start them), information about enemies IF you have scanned them into your Codex (this is a process done by purchasing scanners in the market and using them in-mission on enemies, or having your Helios sentry use purchased scanners), and so much more. If you're stuck on something and you don't want to open up the Wikipedia page, go to your Codex.

To the far right of the central console in the front of your ship is the Market. This is where you go to spend most of your credits and platinum. There is more about platinum later on in the guide but remember, nearly every item in the game that changes gameplay, such as Warframes, weapons, etc. can be obtained through gameplay. Be cautious when deciding to buy or spend platinum. The primary use of the market for new players is to purchase new weapon blueprints that you can make in your Foundry to upgrade your gear.

Near the Market console is the Conclave Console. Visit it if you're interested in the Conclave (PVP) aspect of the game. This guide will NOT talk much about PVP... partially because the writer has PTSD from the initial phases of Warframe PVP, and partially because it's constantly changing.

Finally, there is a small console between the Conclave console and the star map, which is simply a 4th wall breaking list of game hot patches and updates. I doubt I need to explain what this is.

When going towards the back of your ship from the front, you'll pass a radio where Grineer constantly complain about energy residue, order designations, and Ruk's promotion to General. Prepare to hate it almost as much as you hate Ordis.

Looking at the back of your ship, you'll see more consoles. On the far left, you have a screen with mods that will allow you to... modify your mods. Buffy speak, I know. I apologize. But that's what it's there for. More on mods in the Modding section of this guide.

Further into the room on your left is your incubator, where you will raise your Kubrow or Kavat. Interacting with the incubator allows you to hatch, modify, and switch out your Kubrows or Kavats. Self-explanatory, for the most part. Remember to pet your pets. Pet them vigorously.

In the back-center of the room is the equipment section. You can modify your Warframe and weapons here. Use the equipment, colors, mods, cosmetic attachments, etc. you've acquired and save various loadouts using this interface. Remember to set up Archwing and Conclave loadouts if you plan to partake in these aspects of the game.

The far right side of the room has the Foundry workbench. This utility allows you to take blueprints and components to create a plethora of useful items. More on the Foundry in the Crafting section of this guide.

...There's also a place where your sentinel sits. You can't pet it or anything. It just kinda floats there. So enjoy that, I guess.

Around the corner is the Void Relic console. Beat the Mars Junciton to unlock it. It allows you to quickly view all your Void Relics and use Void Traces to improve their drop rates. This is important for Prime farming. Don't expect to get Vauban Prime pieces in a reasonable amount of time without Radiant Relics.

In the far back left of your ship is the Infested Helminth room. It removes pink boils from your neck. If your Nidus, it does something different. But that's somewhat spoiler-y so we won't talk about it.

The last two rooms require you to complete the Second Dream and the War Within to access their purposes. No spoilers. Just do those quests.
Starting out, you'll need to go through the "Vor's Prize" quest to build and learn about the parts of your ship. Pay attention - everything you do in this quest teaches you about the various game modes work and how to get things done in the game. In the previous section, I attempted to explain all this, but this quest does it far better than this guide.

WARNING: The quest guide is currently being rewritten due to MASSIVE story spoilers being present in new quests. I will now only be giving the bare minimal detail in this guide about quests.

Currently, there are ____ quests in the game (I will fill in the blank later):
  • Vor's Prize
    The tutorial quest. You'll pick your Warframe, test its abilities, collect your weapons, and start up your ship. You'll do a few missions, kill your first boss, and be on your way to Warframe fame.

  • Once Awake
    A follow up to Vor's Prize that introduces you into the Infested. There's a free sword involved! Go for it, champ!

  • Howl of the Kubrow
    A quest to obtain a canine companion. After the quest is completed, you can go to the market to buy more blueprints for incubator power cores and Earth missions with Kubrows you can kill to take more Kubrow eggs to make more Kubrows. Highly recommended since Kubrow are pleasant little mastery fodder.

  • Hidden Messages
    A quest to obtain the Mirage Warframe. The first of many in a line of Warframe discovering quests.

  • Patient Zero
    A quest to track the now mutated Alad V, who has created new Infested and launched an invasion. Finishing this quest gives you access to hunting Mutalist Alad V, who drops components of the Mesa Warframe.

  • The Archwing
    A quest to obtain a support harness that lets you fly and battle in space, free of your spaceship. More mastery fodder. I don't much care for Archwings... but if you like 3D air space battles, go for it. Youll pretty much need this now that Uranus has a submergeable aspect.

  • The Limbo Theorm
    A quest to obtain the Limbo Warframe. You must first acquire an Archwing, either through the Archwing quest or the Market. You'll start this quest in the market by purchasing the Limbo Theorem quest item. This one was kind of long, in my opinion.

  • Stolen Dreams
    A quest that introduces players to the new Spy 2.0. There's an Orokin Catalyst for your trouble. Do it. Just do it. MAKE. YOUR DREAMS. COME TRUE!

  • The New Strange
    A quest to obtain the Chroma Warframe. This quest can be started at any relay by talking to Cephalon Simaris, on the second floor of the relay (the elevator is an energy tube, and yes, I'm saying this because it took me forever to figure this out)

  • A Man of Few Words
    A quest you can obtain from Darvo on the second floor at any relay. You get to meet Clem. And do stuff with Clem. Who is Clem? Yes. I don't know. It's kind of funny? Clem... Grakatas! Also, serves to introduce the Grustrag Three.

  • Natah
    A follow-up to the New Strange that rewards you with the ability to buy Exilus Adaptor blueprints from Cephalon Simaris. Very lore heavy, very spoiler heavy. You can start it by exploring Uranus submergeable levels and looking for an oddity to scan. You'll know when it's near because your screen will flash blue and an audio cue will play. Once the oddity is scanned and the mission is completed, Natah starts.

  • The Second Dream
    The quest to end all quests. This is the big one. Start it in your Codex after Natah is finished. The rewards for this are huge, including new areas to explore, new powers to obtain, new items, and all the lore the game's been building up towards for two years. I DO NOT ADVISE YOU LOOK UP WALKTHROUGHS FOR THIS QUEST BECAUSE THE SPOILERS ARE MASSIVE.

  • The War Within
    Well, this is the other quest to end all quests. Start in the Codex after The Second Dream. New area, new gameplay mechanics, new mods, new things to complain the DE about. MASSIVE SPOILERS ONCE AGAIN. YOU ARE WARNED. VERY WARNED.

  • Octavia's Anthem
    The quest to obtain the Octavia Warframe and one of several syndicate focused quests. Speak to Cephalon Suda after The Second Dream

  • The Silver Grove
    The quest to obtain the Titania Warframe and one of several syndicate focused quests. Speak to Amaryn of New Loka after The Second Dream.

  • Chains of Harrow
    The quest to obtain the Harrow Warframe and one of several syndicate focused quests. Check your Codex after The War Within

  • The Glast Gambit
    The quest to obtain the Nidus Warframe and one of several syndicate focused quests. Speak to Ergo Glast of the Perrin Sequence after the War Within

  • Saya's Vigil
    The quest to obtain the Gara Warframe. Speak to Konzu in Cetus after completing a bounty for him.

  • Sands of Inaros
    The quest to obtain the Inaros Warframe. You can buy this quest from Baro Ki'Teer when he shows up. Yes. You buy this quest. You're welcome.

  • Patient Zero
    The quest to obtain the Mesa Warframe. I hope you like Infested.

  • The Jordas Preceipt l
    The quest to obtain the Atlas Warframe. Get good at Archwings before trying this - the boss is rough.
Platinum and You
All F2P games that wish to sustain longevity through continued support need some sort of paid content. Warframe has Platinum. Platinum is the premium currency that allows you to bypass time restrictions when crafting, obtain various materials and assets more easily, and purchase exclusive cosmetic items. It is not required to make progress in the game, and everything except boosters, slots, and cosmetic items can be obtained through game play.

Starting out, you have 50 platinum to spend on whatever your heart desires. Your heart should desire an extra Warframe slot and four extra weapon slots. Normally, I don't try to tell people EXACTLY how to play the game, but this is important, because you will not be obtaining more platinum until at least Mastery Rank 2, unless you pay real money for it. You'll find the game a lot easier to get through if you have 3 Warframe slots and 12 weapon slots that you can cycle items through for Mastery's sake, instead of the default 2 WF and 8 weps.

Platinum can be purchased at any point by accessing the Warframe website and signing in with your Warframe account information, or by using the in-game Market's "Get Platinum" tab (note - do NOT use your Warframe account information anywhere but the in-game sign in and the official Warframe.com website!) Here you can purchase various platinum packages (please note that all mods offered in these packages CAN be obtained through game play). Experienced players recommend waiting until the Daily Login reward system awards you a discount. The 75% discount is the highest discount currently available.

A secondary way to purchase platinum, once per promotion, is through the Prime Access program. These packages are notably more expensive and cannot be used with discounts, but grant more platinum and the latest Prime gear, along with some exclusives (at this time, the Naviga Prime Sugatra, the Kavasa Kubrow Prime Gene Masking Kit and Armor, and the Trinity Prime icons are exclusive to the Prime Access packs).

Finally, after Mastery Rank 2, you can access the trade system, and can start acquiring platinum without paying for it by obtaining in game items that players want to buy. The Trading chat section in-game will help you with that. Rare mods and Prime components found in the Void are the hottest selling items, but you can also sell Fusion Cores and Orokin Void Keys for some quick platinum. Be sure to look up pricing guides or ask questions, as to not get yourself ripped off!
Leveling and Mastery
At this point, you've seen your starters and are starting to learn the absolute basics, but what's the point? Where is this all going?

The game is all about experiencing everything it offers. The more you experience, the more you unlock. This begins by gaining Affinity, which is essentially the same as experience points. You can level your Warframe, weapons, and (when you get them) Sentinels simply by using them. Killing with a weapon will split the kill's Affinity between the weapon and your Warframe, while killing or even just casting with a Warframe's abilities will award all of the kill's Affinity to the Warframe. This applies the same way for Sentinel kills - half goes to the Sentinel and half to it's weapon if it kills with it, or all goes to the Sentinel if the Sentinel kill with an ability.

With enough Affinity, your equipment will level up. Warframes will get an immediate attribute boost with each level, but nothing immediately changes with weapons. You have to use mods you find in game to change your weapon's strength and attributes. What leveling does is that it grants you a larger mod capacity, allowing you to use stronger mods on your weapons or Warframes.

The big picture, however, is Mastery. Mastery is basically experience for your account, a level that prevents you from getting the top-end gear until you increase it. You increase your Mastery by leveling everything you can get your hands on. A general recommendation is to level everything you own to level 30 before you sell it, even if it's a bad weapon/Warframe/Sentinel. Everything that levels awards Mastery. There's also a small Mastery bonus for each mission you complete in the Solar System for the first time.

The Mastery bar is located under your Warframe screen name when you press Escape, in the top left corner. When you see this bar full and flashing, it means you're ready to take a Mastery Test. This test will be the final step to increase your Mastery Level each time. The test will depend on what Mastery Rank you're about to obtain. They're the same everytime.

Completing the test awards you the next Rank and allows you to use equipment that was locked by that Rank. Failing, however, forces you to wait 24 hours before doing it again, so don't be afraid to do a little research before trying a test! Cephalon Simaris lets you try them in practice mode for free!

TL:DR? Doing things > Affinity > Mastery > Rank Up
After selecting your starter and doing Vor's Prize to familiarize yourself with your ship and the things you can do, you can begin on your way to exploring the solar system, obtaining new weaponry, and mastering your Warframe. As you may have noticed from starting, you had multiple weapon options and several Warframe options, and you may decide that you wanted both weapons, but could only pick one, or all the Warframes, or something completely different. Fear not. Nearly everything equipable item and many non-equipable items in the game can be obtained through the crafting system - the hundreds of weapons, dozens of Warframes, and several companions and Archwing items.

To craft an item, you must bring several items to your Foundry - a blueprint, an amount of credits, and whatever additional materials the blueprint asks for. You must also have an appropriate slot available in order to claim the item. The majority of blueprints can either be found in the market which you can buy with credits, or found through Clan Research, also purchasable with credits. You'll then select the blueprint in your Foundry, click Build, and the item will begin to build, finishing after a set amount of time. Keys, quests, and mission items generally take between one minute and one hour, basic weapons and Warframe pieces take 12 hours, Warframes take 3 days, and so on and so forth. At the end of the waiting period, you can return to the Foundry, look for the built item and claim it! But before you build anything, you need to know about the materials that go into crafting.

There are two primary categories of crafting materials - resources, which are easily found throughout the solar system, and components, more advanced parts that you have to build. Resources are identified as small, dark colored disks with either orange or blue bulges on it. Orange disks indicate common resources, while blue bulges indicate rare resources. You can identify where to collect resources by heading to the Navigation map and clicking one of the nodes (Mercury, Void, Europa, etc). On the side, resources that drop in that node are listed - do missions on that node. Kill enemies and open containers to collect. There are several exceptions to the node rule. A few of them include Oxium, which is dropped exclusively on Corpus enemy maps by Oxium Ospreys (that must be killed - don't let them suicide bomb into you!) and Cryotic, which is gained from Excavation missions.

Components are a little more complicated, as you must obtain the blueprints to create components, build them, and then use them as materials for whatever crafting project you're working on. This revolves mostly around Clan Research weapons, which mostly require 1 Forma and 1 or more additional Clan Research components (Fieldron, Detonite Injectors, and Mutagen Mass). Forma can be found built or in blueprint form as a reward for completing Void objectives, while the Research materials are in their respective labs, or can be awarded for fighting Infested Invasions and Corpus/Grineer Sieges, which randomly happen. There are also the Orokin Catalysts and Reactors, the rarest components of all, usually only awarded from events and alerts.

There are miscellaneous other materials in the game that are used in crafting, such as Void Cyphers (found by opening the Orokin Derelict Vault using a corresponding Dragon Key), Navigational Coordinates (found everywhere, used to craft 'keys' to Orokin Derelict missions), and other various materials that crop up for quests. A handful of weapon blueprints and the pieces to build those weapons are exclusive to boss fights - for example, the Seer Pistol and Cronus Sword from Captain Vor on Mercury, and the Miter Saw Launcher from... Captain Vor on Phobos. Damn it, Vor, leave some drops for the other bosses. Finally, Warframes and certain weapons are divided into pieces. Locations for the pieces for each Warframe are listed in the DW (Different Warframes) section near the end of this guide. And remember, not just weapons and Warframes go through the crafting system - many keys, quests, and gear go through it as well. Be sure to look around the market!
Mods are evil forum dwellers that ban you for saying "butts" trading cards you can equip to weapons and Warframes to change their attributes. They are the key to success in the game, as you will eventually find yourself struggling to progress without them. You can equip them by going to the weapon you want to power up in your Arsenal and clicking 'Upgrade."

Here's a mod, and it's components
  • Red: The name of the mod. I guess that much was obvious...
  • Orange: The amount of mod energy the mod drains or grants.
  • Yellow: The polarity of the mod - these can be important to maximizing your weapon's potential. Placing a mod in a slot with the same polarity will cause the mod to consume half as much energy, while placing a mod in a slot with a different polarity will cost 25% more energy.
  • Green: This icon indicates that the mod will grant energy, instead of draining it. So far, this is exclusive to Melee Stances and Warframe Auras.
  • Blue: Tells you what the mod equips to and affects.
  • Purple: The rarity of the mod. This affects a number of things, but the general idea is that rarer is better
  • Pink: The rank of the mod, represented both on the side as tick marks and as a number by the rarity. This tells you how strong your mod is and how much stronger it can become. More on that later.
  • Brown: Normally, you'd see a C and a number here - this would be the Conclave rating the mod contributes. Conclave is mostly just used to make PvP 'fair.'

Much like real trading cards, you can get more of these by using your real money to buy overpriced booster packs, you can trade with others who play the game (this is locked by Mastery Rank though. Minimum of Rank 2 to trade), or you can beat up everyone you meet and hopefully some will be carrying cards for you to take. Once you have the ones you want, it's time to power them up.

When you go into your Arsenal and click Mods, you'll be shown all of your mods. It's on this screen where you can modify the mods (Inception horn plays here). There are three potential options on this screen - Transmute, Fusion, and Sell. I doubt I need to tell you what selling a mod does (here's a hint if you need it - credits). The other two options are a bit trickier

Transmutation is an interesting process you can use to obtain new mods. You give up an amount of credits (minimum of 12,000, increases depending on the rarity of the mods you use up to 36,000) and four of your hard earned mods for the chance of winning one glorious mod... that is usually worse than the mods you gave up to transmute in the first place. In fact, there's nothing preventing you from getting one of the mods you used in transmutation back AS the transmutation's result! It's generally not recommended to do this unless you have the credits and mods to throw around - there ARE Transmutation exclusive mods, but this is more like mid to late game content. So take that into consideration before you try it.

Fusion, however, is much more viable, and much more important. Fusion Cores (like the one in the picture) exist for the sole purpose of providing energy to mods you want to upgrade. To upgrade a mod, click it, then click Fusion, then click everything you want to fuse to that mod. A warning - everything selected will be lost in fusion, but will all add energy. You can fuse any mods you find (the first selected mod gaining all the energy from the rest), but just because you can doesn't mean you should. A common no-rank mod will not provide much energy for a rare high-rank mod. Additionally, duplicates (fusing Ammo Drum to Ammo Drum) will provide more energy than other mods. But Fusion Cores are the powerhouse of mod leveling. Grab everything you can!
Mission Types
At this point, chances are you've played a bit. You may have also noticed that in mission one, you had to kill everyone on the map, while in the next mission you have to shoot tubes off of a sphere. This is because the game has different game types. Each of them have a different objective, and they each require different strategies.

  • Exterminate: This is the first gametype you play. The goal of this is simple: Kill everyone you see. I, uh, don't think it really needs any more explaining than that... So yeah! Onto the next gametype!

  • Sabatoge: In Sabotage, you have an objective you must find and destroy. This objective varies from mission to mission, but is usually a reactor core, a toxin injector, or a series of Infested Hives if you're facing the Infestation.

  • Capture: Capture is the third mission type you play. In this mission, you need to find your target, kill "incapacitate" them with your guns, then beam them up to Scotty. It looks pretty painful. Once you do this, you just need to make it out, and mission complete!


  • Mobile Defense: Mobile Defense requires you to pick up a datamass, and go place to a computer console, having to hold the fort for a few minutes each. There can be 2-7 places you need to go to each.

  • Defense: Defense comes in two forms, first, let us focus on Endless. In this mode, you defend a Cryopod/Power Core, wave after wave. Every 5 waves, you have a chance to leave. In Wave Defense, you defend just like in Endless, but instead of going as long as you can, you stay for x amount of wave. Wave Defense is only found in special occasions.

  • Rescue 2.0:In this game type, you need to rescue a hostage from a prison area, and bring them to extraction. There are Wardens in the area, and if they see you, and you haven't reached the Hostage yet, A countdown will start. If you don't reach the Hostage in time, so sorry, He, to paraphrase, "Get Deaded."

  • Survival: In this, you fight a never ending stream of enemies. Seems simple enough, right? But oh no! Life Support is gone! :O What ever will you do! Kill enemies and take their life support, duh! You can also get Capsules that regenerate a lot more than the drops my enemies. You can leave every 5 minutes, and the rewards you can get stack.

  • Deception: The love child of Mobile Defense and Sabotage. Take the datamass to a central location, drop it off, run to extraction. No problem.

  • Assassinaton: Find the unique boss. Kill the unique boss. Steal his loot. Dance on his corpse. This is a common way that new Warframes can be obtained.

  • Hijack: You're going after a "big prize" here. You must activate a console and guide an item through a preset path, protecting it and surviving as you go. Once you successfully steal the "big prize" you extract.

  • Interception: Here's a fun one. You're playing King of the Hill on four "hills." Maintain the control points to intercept radio signals for the Lotus. When the Tenno have secured the transmission, you'll slaughter the enemies and then be presented with the option of securing another signal at a higher difficulty or leaving with your loot.

  • Spy 2.0: Gone are the days of lugging around a datamass for Spy. You now simply find the three terminals and hack the consoles. The security has increased and data will be deleted if you are detected and cannot get the data fast enough, so stealth is recommended. Each data console hacked guarantees you a small reward. Or a big one if you're lucky. The Ivara Warframe is obtained from these missions.

  • Crossfire: Also known as Invasions, at the current time this is simply an Exterminate mission where you have aligned yourself with an enemy faction to fight one of the other enemy factions.
Damage Explained and Table
Here's a quick explanation of Damage and how it affects your gameplay. All damage types have a special "Status," which can occur based on the weapons Status %

There are 3 types of physical damage:

  • Impact - common on blunt weaponry, this damage type can stagger enemies. A good basic type against Shields
  • Puncture - common on stabbing weaponry, this damage type can weaken enemy attacks. Excels against all types of Armor.
  • Slash - common on larger sharp weaponry, this damage type can cause enemies to bleed for direct health DoT (and yes, robots can bleed. Somehow). Strong against all types of Flesh.

4 types of basic elemental damage:

  • Cold - This damage type can cause enemies to slow down, in movement and in attack speed.
  • Heat - This damage type can ignite enemies, causing basic DoT (has to burn through shields before health) and causing enemies to panic
  • Electric - This damage type can stun enemies, with a chance of chaining to multiple targets
  • Toxin - This damage type can poison enemies, causing direct health DoT

And 6 types of combination elemental damage (you can create these by applying two elemental mods to a weapon. If you apply more than two, read like a book - top row left to right, bottom row left to right. The order will determine which mods combine):

  • Blast (Cold + Heat) - This damage type can cause knockdown.
  • Magnetic (Cold + Electric) - This damage type can reduce maximum shields and drain Warframe energy
  • Viral (Cold + Toxin) - This damage type can reduce maximum health
  • Radiation (Heat + Electric) - This damage type can reduce accuracy and cause mooks to fire on each other
  • Gas (Heat + Toxin) - This damage type can cause an AoE Toxin direct health DoT - an enemy that is affected by Gas will have a cloud on them that spreads the Toxin DoT on those that get near it
  • Corrosive (Electric + Toxin) - This damage type can reduce armor on armored targets

And now, the table. You can use this with the faction guide to figure out how to maximize your damage. Green is good, red is bad, the larger the number, the greater the weakness/resistance:

Companions - Introduction and Sentinels
The game offers many different companion types to help you curve the battle in your favor. Besides what certain Warframes can summon with their powers, there are 2 divisions of "equipable" companions: Sentinels and Kubrows. There's also the powerful Tenno Specter that you can deploy in addition to your equipable companion, making for a possible total of 12 Tenno-allied units in a 4 player mission!


The oldest and easiest to understand are the Sentinels. They're a lot like Warframes or weapons in their mechanics. You have to buy a blueprint, gather the materials, build it, wait for it to get done building, and then finally you can equip it and give it a go! Each Sentinel comes with two Precepts mods and a default weapon - the weapons can be switched out between Sentinels (with the exception of Helios' unique Deconstructor weapon), but the two initial Precepts are exclusive to that Sentinel.

You mod them out like Warframes and weapons (note that your weapons and Sentinel weapons use the same mod types, and you can't equip a mod that's already in use [i.e. the same copy of Serration can't be put on Braton AND Deth Machine Rifle]). An important thing to remember while modding Sentinels is that Precept priority is determined by mod positioning - a Precept in the top-left most mod slot will activate before a Precept in the bottom-right most mod slot. Read like a book - top-left to right, then bottom-left to right. You almost always want to put your Sentinel's default attacking ability in the bottom-right Precept slot, while placing its unique ability in the top-left Precept slot.

Weapon Type: Rifle
Weapon Name: Deth Machine Rifle
Ability: Vaporize - deals high damage to a single target that moves within range
Obtain: Blueprint in the market.
Review: One of the most aggressive Sentinels, Dethcube has a fast shooting weapon and a high raw damage special ability. A good starter sentinel. He's raw combat - won't offer as much defensive utility as others.

Weapon Type: Rifle
Weapon Name: Laser Rifle
Ability: Crowd Disruption - when 2 or more enemies are within range, sends out a pulse that knocks nearby enemies to the ground
Obtain: Blueprint in the market. Prime variant in the Void.
Review: A bit more balanced between offense and defense, but with the weakest of all the Sentinel weapons. Often ignored due to excelling at nothing. The Prime variant comes with a notably better weapon, though.

Weapon Type: Pistol
Weapon Name: Burst Laser
Ability: Ghost - temporarily cloaks the Tenno and Sentinel when it detects an enemy
Obtain: Blueprint in the market. Prisma version from Baro Ki'Teer
Review: The weapon is somewhat weak, but being a pistol makes it fairly unique, not conflicting with your own primary. Ghost is a good ability for all situations though, granting added survivability. Also, the stealth choice, as it only retaliates - it will not attack enemies that haven't attacked you. The Void Trader offers an upgraded version if you can ever find him.

Weapon Type: Shotgun
Weapon Name: Sweeper
Ability: Vacuum - pulls items in the surrounding area to the Tenno.
Obtain: Blueprint in the market. Prime variant in the Void.
Review: A change to Vacuum being usable by all Sentinels has seen a drop in Carrier's "required" status. Instead, Carrier functions as an ammo-carrying, ammo convering, ammo loving ammo bot. Sweeper is the strongest burst damage Sentinel weapon. You have to be fairly close to enemies though. When in doubt, the first choice. There is a Prime variant that is a straight upgrade.

Weapon Type: Rifle
Weapon Name: Stinger
Ability: Fatal Attraction - increases it's own threat level to cause enemies to come at you, while dealing small radial damage and stun
Obtain: Biology Lab Research
Review: More potent than it seems. The weapon is initially toxic rather than physical damage, which is a plus, and it's ability allows you to set up short-range assaults by bringing enemies closer. A fair choice. Has synergy with the Gazal Machete

Weapon Type: Melee (a Glaive-type projectile)
Weapon Name: Deconstructor
Abilities (2): Investigator - uses Codex charges to scan the environment. Detect Vulnerability - if an enemy is fully researched through Codex scans, Helios can identify weaknesses for bonus damage
Obtain: Energy Lab Research
Review: Another utility oriented frame. Can be used to fill your Codex without slowing yourself down. Added benefits of it scanning enemies you might not necessarily see, revealing them to you ahead of time. It has an added mod you can obtain through Cephalon Simaris (NOT Suda) for an additional precept ability. Potent weapon, but very short ranged. Average overall. Comes with a Prime upgrade.

Weapon Type: Rifle (specifically sniper rifle)
Weapon Name: Vulklok
Abilities (2): Electro Pulse - stuns a single enemy continually. Arc Coil - zaps a group of enemies with electricity
Obtain: Blueprint in market
Review: First Sentinel added in a while. Grineer inspired in design, seems to be based on their Arc Traps. The weapon is a sniper rifle, but it still uses rifle mods, which can cause it to clash, but it has great abilities. The stun can get you through a lot of tough situations. The recommendation is to use this Sentinel with a different weapon: Vulklok might be better off slapped on Shade instead.
Companions - Kubrows and Specters
The second type of equipable companion is the fierce Kubrows. Instead of the AI robots that float around your shoulder, these are living, canine-like creatures that long ago served the Orokin. As a result, the acquisition process is notably different. No, you can't just build a Kubrow. As living pets, you must take care of them - maintain their health and happiness, and you can't over exert them, taking them to every job like you would with a Sentinel. So far they sound like a downgrade, but Kubrows have more potential than Sentinels - their abilities are far more unique, and with the incubator bonuses and their unique mod mechanics (instead of boosting their stats, their stats are "linked" to your Warframes), they can shell out more damage and take more hits.

To obtain a Kubrow, you must complete the Howl of the Kubrow quest, detailed further in the Quest section. After you've done so, you'll have your Incubator that you can interact with to start on a new Kubrow, check on the health and happiness of your existing Kubrow, take genetic imprints of your existing Kubrow so you can breed the Kubrow of your dreams, or send your active Kubrow into Stasis (storage), allowing you to start it all over again (note: You don't have to do the quest again to get another Kubrow. You just have to reobtain the Power Cell and a new Egg). After a Kubrow matures, you'll be able to equip it and mod it out with it's own unique mods (also obtainable by killing Kubrows on Earth). The first Kubrow you make (and every Kubrow you make that doesn't use imprinting) will be randomly male or female, and will be one of the following types:

Huras Kubrow
Specialization: Hunting
Abilities: Hunt, it's lunging attack, and Stalk, a cloaking ability
Quick Review: It's cloaking ability seems to happen more often/last longer than Shades, so if you're good about maintaining Kubrows and are willing to put the time into it, the Huras is a good, durable alternative.

Raksa Kubrow
Specialization: Protection
Abilities: Howl, used to frighten enemies, and Protect, a shield restoring ability
Quick Review: I didn't notice much of a difference between this and a Sentinel. Raksa might activate it's shield restore ability more often. Still, it wasn't real outstanding to me.

Sahasa Kubrow
Specialization: Reconnaissance
Abilities: Dig, which allows it to gather hidden items, and Ferocity, a finisher for downed enemies
Quick Review: Dig is really useful. It can find energy orbs, which can really make the difference in a pinch. It's fighting capabilities are average. It's a solid choice for long jobs.

Sunika Kubrow
Specialization: Combat
Abilities: Savagery, a finisher attack, and Unleashed, a move to knockdown VIPs.

Chesa Kubrow
Specialization: Support
Abilities: Neutralize, which disarms armed enemies, and Retrieve, which allows the Kubrow to retrieve dropped loot.



This final companion type is separate from the equipable ones. These are apparitions of the various units that you can carry in your backpack and deploy as your need. For the rest of the mission, you'll have the added assistance of whatever unit you deployed. Deploying a Specter consumes it, so either be wise about when to use them, or build so many that you can spam them.

There are two ways to obtain Specters - you either make them or purchase them from Syndicates. Specters you create will be Tenno, specifically a copy of whatever loadout you use to create it, while Specters you purchase will be of enemy units. The Red Veil, for example, can sell you Infested Charger Specters.

To create Specters, you need to obtain Specter blueprints, which are awarded from the new style Rescue missions (the ones with the Wardens). The harder the job and the better you do, the better the Specter blueprint you're awarded. You will then create a loadout for your Specter by equipping yourself with items that reach the required Conclave rating for the blueprint. Upon building, you'll either be allowed to use a previous loadout (if you've made one before) or your existing loadout (if you're making a new one or want to modify it's loadout), which will be saved and used whenever you deploy a Specter. Specters can use some Warframe abilities and will use whatever weapons you equip them with, so try to keep it simple. The AI isn't always sharp enough to know to charge Ogris or Lanka shots, for example.

Purchasing Specters is simpler, but perhaps not wiser. Once you obtain the first new title in a Syndicate, you will be allowed to use your standing to purchase Specters of enemy units that you can deploy to fight along side you. The reason this is discouraged is due to the far more interesting and unique items you can obtain through Syndicates.
Different Warframes
Yes! You're not just limited to the knight, rogueElectromancer, and magemagnetic caster! You can also get the assassin, the paladin, the necromancer, the ninja, the pyromancer and cryomancer, the tank, the cleric, and so on and so forth. There's even a pirate! Because why not?

I will slowly rewrite these in alphabetical order. COMING SOON
DW - Clan Research and Events
The earliest Warframes you can obtain are actually from clans, since you can join a clan from day 1 and buy blueprints that your clan has researched (although you may not have the money and materials to build them from day 1). There is also a few that drop outside of the semi-linear solar system boss battles that can be obtained fairly early, and some you can get a little later from doing quests.

Location: Clan Research
HP: Average
Shields: Average
Energy: Average
Armor: Lowest
Speed: Above Average
Quick Review: {Updated) Her powers are okay Her Sonar is extremely useful, with radar enhancement and weakness creation. Silence is... somewhat useful now, being an aura around Banshee that stuns enemies a moment and can generally be pretty utilized against the Grineer and Corpus. The rest of her abilities are a bit situational, reliant on enemies to be somewhat close to her and allowing her to knock them down. She's decent crowd control, but very squishy. Your best bet is to keep people at a range and Sonar-spam, which can make play a little boring. Accuracy counts. Excels in Assassination and Capture missions and okay in Mobile Defense missions. Can do stealth missions if you're patient.

Location: Clan Research
HP: Average
Shields: Highest
Energy: Average
Armor: Lowest
Speed: Average
Quick Review: A high shield capacity and decent power selection make him a formidable choice in some situations. Bad idea for Nightmare Mode, due to relying on shields and Speed not being enough to keep you alive, and Electric Shield is buggy - some weapons can kill you if you use them on it! Very flexible, though. Eats through the Corpus like candy. Excels in Extermination, Invasion, Deception, and Spy missions.

Location: Clan Research
HP: Highest
Shields: Highest
Energy: Average
Armor: Lowest
Speed: High
Quick Review: Fairly unique play. She's a different sort of tank - almost like she relies on dodging rather than soaking up damage. You can easily fly through levels with Tail Wind and provide potent CC with the other abilities. Tornado is somewhat bad, since you're throwing loot and enemies around, and Dive Bomb is only good for quick stuns, or the rare outdoor map. Turbulence is the gold mine though. With that and high shields, she can mitigate damage better than average frames can. Excels in Deception and Spy missions, okay for Defense and Mobile Defense missions.

Location: Clan Research
HP: Average
Shields: Above Average
Energy: High
Armor: Lowest
Speed: Slightly Below Average
Quick Review: Candidate for worst team Warframe in the game? Possibly. Wukong is a more complicated version of Valkyr with a longer reaching melee weapon. You can Defy your way into immortality by toggling the ability on and off, allowing you to "die" and restore to the same amount of HP, and you can Cloud Walk if you want to let your shields regenerate. He does those two things, and hits things with his staff. And that's it. He has almost no crowd control. You have to aim Iron Jab, and it pays off when it hits, but without Range mods or a long staff, you might find yourself missing a lot. At least Valkyr has a team buff, though. Wukong has Cloud Walk stun. Short ranged. He's definitely a solo frame. Excels at Survival, Assassination, and Extermination.

Location: Killing Eximus Enemies (the special mooks of any faction with special auras), found literally anywhere
HP: Above Average
Shields: Average
Energy: Average
Armor: Above Average
Speed: Average
Quick Review: (Updated) Oberon has recently had a lot of aspects modified, changing him into an interesting support character leaning on some solid aggressive abilities. Smite and Reckoning will confuse enemies, which can really take the heat off, and Renewal is cheaper and more viable of a support move. You'll probably want Natural Talent on him though. Hallowed Ground is more useful as a team area of effect buff, with armor buffs and status immunity for standing in it. His armor has been buffed, so his Rage/Equilibrium effectiveness has been increased as well. A competitive support character, up there with Trinity and Mag. Excels at Survival, Interception, and Excavation

Location: Killing Manics, painful Grineer units that only spawn when alarms are going
HP: Highest
Shields: Average
Energy: Average
Armor: Average
Speed: High
Quick Review: (Updated) A vastly underrated frame. The ninja has the most powerful ultimate in the game due to its mechanics. Ash works best with his melee weapon equipped, dumping out combos, linking them up with Teleports and Blade Storm (the damage of which increases as his melee combo multiplier increases). His invisibility is more of an escape or for free hits, but is widely considered inferior to Loki's. Doesn't offer much other than damage in team play, but is the ideal solo frame. Be warned - with Ash's parts being moved to Grineer Maniacs, he has become much more difficult to build, so I do not recommend getting rid of him unless you absolutely hate him (or upgrade to Ash Prime). Excels at Spy, Deception, Assassination, and Capture missions.

Location: Killing Phorid, an Infested Invasion event boss that only shows up on Assassination node
HP: Average
Shields: Average
Energy: High
Armor: Lowest (Nyx Prime ranks Below Average)
Speed: Above Average
Quick Review: A master of situation control. Remains useful throughout late game content, due to enemy control and damage mitigating abilities. Expect your teammates to waste your Mind Control, though. Chaos is usually the better bet, capable of confusing entire rooms of enemies. Psychic Bolts is extremely lack luster, but who cares? All of Nyx's other abilities remain amazing. Excels at Defense, Mobile Defense, Survival, Excavation, and Interception missions.
DW - Quests
These Warframes are created through completing quests. Yes, they are usually annoying to complete. Yes, they are worthwhile.

Location: Completing the Limbo Theorem Quest, found in the market
HP: Average
Shields: Below Average
Energy: High
Armor: Average
Speed: Average
Quick Review: The planewalker and magician. He brings his unique Rift Plane mechanic to the game, which allows him to separate himself, allies, and enemies into one of two planes of existence: the Material Plane and the Rift Plane. The most obvious way to use him is as an assassin, picking strong targets out of crowds and 1v1ing them in the Rift Plane. You can also use Rift Surge and Cataclysm to create a sphere that's impenetrable from the outside and debuffs enemies and buffs allies inside. Be sure to use communication when using Limbo - you can easily frustrate your team by banishing enemies they're fighting or banishing them while they fight. All in all, he's pretty useful, but has a high skill ceiling that can make or break a team. Excels at Defense, Survival, Interception, Excavation, and Capture missions.
EXPLANATION OF RIFT PLANE: While existing in the Rift Plane, your screen is brightened with a white tinge, you receive constant energy regeneration, and enemies that are in the Rift appear to be 'burning' in white fire. Combatants in the Material Plane cannot harm combatants in the Rift Plane, and vice versa. There is an exception - most Warframe abilities will affect enemies on both planes. Also, loot and payloads only exist on the Material Plane - if you are in the Rift Plane, you will be unable to pick them up until returning to the Material Plane. This actually makes Limbo a poor choice for Deception missions, and a questionable choice for Mobile Defense.

Location: Completion of the Hidden Messages Quest, found in the Market.
HP: Below Average
Shields: Below Average
Energy: High
Armor: Average
Speed: Above Average
Quick Review: Holy♥♥♥♥♥♥I like this Warframe. A different sort of aggressive caster, with the damage mitigation to survive. Hall of Mirrors is an amazing all around ability, giving you a larger attack area and protection from enemy attacks. Prism is a devastating move, and since it's mobile, I find it killing more enemies than the average Warframe's ultimate. Eclipse almost always ends up being the damage increase, which isn't bad. I've found the best purpose for Sleight of Hand (opinion) - disabling the annoying defense proxies on Corpus ships (the laser barriers and turrets), so she's actually quite good for running missions too. A bit of a glass cannon, and suffers like Loki and Nova when faced with the health-draining Infested, but potent all the same. Excels at Extermination, Defense, Spy, Deception, and Interception.

Location: Completion of the New Strange quest, available at any Relay after Mastery Rank 5 and the Stolen Dreams quest.
HP: Average
Shields: Average
Energy: High
Armor: High
Quick Review: I AM FIRE/ICE/TOXIN/ELECTRIC! I AM DEATH! Chroma is flexible due to his unique passive: his energy color affects his elemental damage type. He's fun. He's not always a practical choice, however. He's a good source of credit farming and small area denial, due to his fourth ability, and his ward can be a potent support buff. Vex Armor is the bread winner though. Combined with Rage and fire or electric to restore your health/shields, you can obtain monstrous damage bonuses for a good, long period of time. His breath is almost a joke. It can be damaging fast, but it's extremely impractical. Ultimately, I find the Warframe to be more fun than useful. He looks out for himself a little bit too much. Which isn't bad. Excels at Survival and Mobile Defense

Location: Completing the Sands of Inaros quest, available from Baro Ki'Teer for 200 Ducats and 50,000 credits (yes, I know)
HP: Extreme
Shields: Lol, who needs shields?
Energy: Average
Armor: Above Average
Speed: Average
Quick Review: Inaros comes with many unique key features. First, he has no shields. At all. He relies entirely on a ridiculously large hitpoint bank, but remember that hitpoints don't regenerate naturally. Which comes to his abilities. Each ability can heal Inaros. Combined with a Rage mod, Inaros is effectively immortal, as long as you keep healing up with your abilities. He has a combined passive: first, inflicting a stealth or counterattack finisher kill will restore Inaros' health. Second, upon reaching bleed out, Inaros enters a coffin that can drain life by targeting nearby enemies or allies to restore himself from bleed out. Yes. They tried to make the Provoked mod useful. Anyway, as far as his abilities go, his Desiccation (aka Pocket Sand) might be one of the most useful first abilities. DoT (bleh) and blind (yesss) in a cone (that's cool) for 25 energy (sold!), which can set up his finisher kill healing (YESSS). I.. honestly almost never use Devour. Single target expensive CC. Sandstorm is expensive, but turns you into a semi-mobile Tornado/Vortex. Finally, Scarab Swarm is awesome. Increase your armor at the cost of health (which you can easily restore), then you can fire your armor if you have it at least 25% charged and 25 energy to create a targeted DoT hold that spreads to enemies that roam nearby the target and heals you as it does damage. In a crowded area, this means going from low to full health in seconds. Amazing. He's a solid choice, but you need the right mods to run him (Rage and a decent Vitality are pretty much required). Excels at Survival, Capture, Defense, and Mobile Defense missions.
DW - Solar System Part 1
The majority of remaining Warframes are built by purchasing their blueprint in the market, collecting their three components from an Assassination on the solar map, building the components, and then finally using the blueprint to build the Warframe. They'll be listed here in a semi-linear order.

Location: Killing the Jackal on Venus. You must also have Mastery Rank 2 to build Rhino.
HP: Average
Shields: Highest
Energy: Average
Armor: High
Speed: Lowest (Rhino Prime ranks Average)
Quick Review: The tankiest of tanks. Iron Skin is an extra layer of health, which, whether high or not, is always useful. Roar is a team damage buff - no downside, except it's relatively short ranged, as far as buffing your teammates goes. Charge and Stomp knock around crowds, allowing you to easily clean house. Charge recently got major buffs, making it stack with the melee combo counter and get stronger with it. Rhino also gained Heavy Impact (a shockwave when landing from a long fall) as a passive, which is cool I guess...The only downside is his speed, which is easily modded away. Please, PLEASE, if you become a Rhino player, be a team player. Rhino can make you overconfident. Excels at Assassination, Survival, Rescue, and Hijack missions.

Location: Killing Nef Anyo on Mars.
HP: Lowest
Shields: Highest
Energy: Average
Armor: Lowest
Speed: Average
Quick Review: Boasts amazing crowd control. Major downside in low health - toxic damage can put her down quick, and Nightmare Mode is not viable. Great support as well, with shield restoration ability. Highly recommended against the Corpus, highly discouraged against the Infested. Bullet Attractor can be lackluster as far as mobs go, but regains use when put on a boss. Crush isn't that great, especially since Pull casts faster, costs less, and works similarly. Excels at Capture, Exterminate, Hijack, and Interception.

Location: Killing Alad V on Jupiter
HP: Average
Shields: Lowest
Energy: Average
Armor: Highest (by far)
Speed: Above Average
Quick Review: Berserker. A Rage mod and Hysteria make her absolutely unstoppable, capable of remaining in a state of semi-permanent invincibility, and she can enhance her melee damage output through War Cry. Paralysis is mostly useless - can get you out of a tight spot if you get surrounded, but so can jumping, rolling, and just cutting your way out. She's built hard into melee, and if you use her, you should be too - have a good melee weapon modded out. Excels at Capture and Survival.

Location: Killing Sargus Ruk on Saturn
HP: Average
Shields: Average
Energy: High
Armor: Lowest
Speed: Average
Quick Review: Pure damage and DoT caster. Power Strength is viable, especially with Accelerant. Somewhat reliant on specific modding on weapons, since she benefits the most on having fire damage on her weapons. Can also run through jobs with World On Fire going, absolutely wrecking enemies. Downsides are that she's squishy and not very fast - pretty much relies on killing enemies before they can get to her. She also does hard damage, rather than percentage based damage, so you'll need Accelerant to help topple bigger enemies. Excels at Extermination, Mobile Defense, and Interception.

Location: Killing Kela de Thaym on Sedna
HP: Highest
Shields: Average
Energy: Average
Armor: Above Average
Speed: Below Average
Quick Review: God damn this one has curves. Another DoT caster, but tankier, almost battle-mage like in nature. Has one of the most viable first abilities, able to spread viral damage through crowds. Can really take hits and can drop Molts to take hits for her. She was buffed to give her moves more synergy, which is lovely. Poppin spores for days! She's a bit more viable these days, able to spread Spores through crowds and detonate them with Miasma for massive damage. Excels at Defense, Rescue, and Mobile Defense.

Location: Killing the Raptor on Europa
HP: Average
Shields: Low (Nova Prime ranks Average)
Energy: High (Nova Prime ranks Highest)
Armor: Average
Speed: High
Quick Review: Another caster, but focusing on pure and direct damage. Anti-Matter Drop is the most powerful damage skill available when you feed the ball. Molecular Prime is a blessing and a curse - the slow can make some jobs painful, so use wisely. Squishy - relies on high mobility and teammates, along with M. Prime slow to survive. Excellent crowd clearing potential though. Excels at Exterminate, Defense, Survival, Spy, and Deception.
DW - Solar System Part 2
This section is for Warframes found from Assassination missions in the later half of the solar system.

Location: Killing the duo of Captain Vor and General Lieutenant Lech Kril on Phobos
HP: Average
Shields: Average
Energy: Average
Armor: Lowest
Speed: Average
Quick Review: Don't let the stats fool you. Trinity can restore as much health and energy as she wants. Energy Vampire is the ultimate ability (note: this is an opinion), as it is a single mod that turns into an unlimited energy engine for the entire team. Can easily keep all of her abilities going, channel melee, take advantage of Quick Thinking, and whatever other clever things you can think of. The only downside might be that Well of Life is fairly useless, especially since you can Energy Vampire enough energy to spam Blessing. Excels at Assassination, Survival, and Interception missions.

Location: Killing Tyl Regor on Uranus.
HP: Average
Shields: Average
Energy: High
Armor: Slightly Above Average
Speed: Average
Quick Review: She's certainly unique. I know one thing - she's an absolute pain in the♥♥♥♥♥to build. You basically have to build two Warframes and then use a Forma to combine them. She operates under a mechanic of switching back and forth between two "different" Warframes. To get the maximum benefit from this Warmframe, you may have to switch back and forth frequently, which means dropping your energy fast. You can play it one way or the other and succeed though. Mend and Maim are amazing, since you accumulate the damage and can ditch Power Strength if you choose. Rest is underrated, but Rage is underpowered. Pacify will eat your energy, but Provoke is a nice boost. Like Oberon, Equinox doesn't really excel at anything. She just fills a niche support role and can work on any well thought out team, as a healer or as a buffer/fighter.

Location: Killing the Hyena Pack on Neptune
HP: Lowest
Shields: Lowest
Energy: High (Loki Prime ranks Highest)
Armor: Average
Speed: Highest
Quick Review: Boasts the broadest range of utility out of all Warframes. The trade off is steep - he crumbles against Infested and in Nightmare Mode where his HP can easily be snatched up from him. Most builds revolve around keeping Invisible as long as possible, which is wise - it's almost like using the Energy bar as a substitute for health/shields. Otherwise, Loki serves as a hard counter for the gun-toting factions. Excels at Defense, Mobile Defense, Spy, and Deception.

Location: Killing Lieutenant Lech Kril on Ceres.
HP: Average
Shields: Highest
Energy: Average
Armor: High
Speed: Lowest
Quick Review: Absolute king of defense against armed factions, and decent against Infested (since slowing them down can make them easier to kill). Ice Wave is a decent attacking ability, and Snow Globe is Snow Globe. Avalanche is on the terrible side though. Frost is slow, so his preferred setting is holding still, though - possibly his biggest downside. Still, a noteworthy frame for his area of expertise. Excels at Defense, Mobile Defense, and Interception.

Location: Killing Ambulas on Pluto.
HP: Average
Shields: Average
Energy: Average
Armor: High
Speed: Average
Quick Review: Updated. Why the most basic Warframe is on the highest level planet is beyond me. Radial Javelin is a little better now that it's cost has been reduced. Radial Blind is one of the best crowd control options around, perhaps second only to Nyx's Chaos, due to how helpless it leaves all enemy types. The recent buffs to Excalibur's Slash Dash and Exalted Blade, however, make him a very competent melee fighter, and with a large buff to his armor, Excalibur is an excellent anti-Infested measure. Run into a crowd and melee smash your way through. Excels at Extermination, Survival, and Defense.
DW - Hidden Bosses and Alerts
Finally, the five toughest Warframes to obtain... Also Ivara. Three of them require special keys to be made to access the boss that drop their components, one is from Alerts, one is from Sorties, and one is from... Spy 2.0. That's really not that bad.

Location: Killing Vay Hek, who you can get to by creating Vay Hek Frequency Triangulators, made from Beacons dropped by Prosecutors on the Ceres Grineer Shipyard tile set (yes, I know. It's a mouthful)
HP: Average
Shields: Above Average
Energy: Average
Armor: Average
Speed: Above Average

Location: A lot of Spy 2.0 missions. I (Coffeechipmunk) hate these missions so much, and farming her is a pain, but seriously worth it.
HP: Below Average
Shields: Average
Energy: Above Average
Armor: Average
Speed: Above Average
Quick Review: This little dart frog is one of the best stealth frames out there. Using her with a bow and arrow really helps her reach her full potential, and she's also super fun to play. Her first ability, Quiver, is actually four abilities in one! You can make a bubble that makes your teammates and you invisible (Which, by the way, can be put on teammates and enemies), an arrow that makes wires you can walk on, an arrow that makes a noise, distracting enemies, and one that puts enemies to sleep. Her passive gives her an automatic radar, which is awesome. She's less great for gun blazing builds, but she still holds out.

Location: Killing Mutalist Alad V, who you can gain access to by creating Mutalist Alad V Assassination keys, made from using Mutalist Alad V Nav Coordinates rewarded from certain Infestation Invasion completions
HP: Above Average
Shields: Below Average
Energy: Average
Armor: Average
Speed: Average
Quick Review: Well, the good news about Mesa is that unlike other damage oriented frames, her abilities won't fall off in late game due to her focus being on guns instead of direct power damage. The bad news is that she's a bit boring. Shattershield is a potent defensive ability, offsetting the low shields and thankfully, almost nothing is lost from sacrificing power range (only the stun radius on Shooting Gallery), so dumping into duration for the sake of your buffs is a good way to go. The Regulators are fairly energy efficient when used in small crowds. Excels at Assassination, Capture, Exterminate, and Mobile Defense.

Location: Killing Lephantis, who you can gain access to by creating Orokin Derelict Assassination keys, made from using Golem Nav Coordinates found in other Orokin Derelict missions.
HP: Average
Shields: Below Average
Energy: Average
Armor: Average
Speed: Above Average
Quick Review: Before I say anything further, let the record show that my (Sparks') favorite Warframe is Nekros. Desecrate is a huge farming advantage, not to mention the generated health (and life support for Survival). Shadows of the Dead have a lot of potential - not much for damage, but it can easily take the heat off of defensive objectives. Finally, Terrify is a solid panic button - difficult to use for crowd clearing, but great for ally revival. Lowered shields and a lackluster first ability take very little away from him. Excels at Survival, Defense, and Mobile Defense.

Location: Sortie Mission drop pool rotation
HP: Lowest
Shields: Low
Energy: High
Armor: High
Speed: High
Quick Review: He's fun, but difficult. His theme is kind of a yin and yang. All his abilities have a damaging aspect and a team supporting aspect. With Fire Walker active and his passive Frictionless, he can beat anyone who isn't teleporting or Volt using Speed in a race: his sliding is insane. Perhaps his best damage comes from the Fire Walker to Blazing Chakram Teleport, which causes a high damage fire explosion, equal in force to some Warframe's Ultimates. Warding Halo is basically Rhino's Iron Skin, but with less health and a damaging aspect. His ultimate is bland, but with Duration, can be used to hold tough enemies in place to be killed easily. Overall I like him, but he is far more reliant on keeping his energy maintained, so you might want to keep at least Streamline on him at all times. Also, he's one of many Warframes that is a nightmare to create. Pray for Sortie RNG. Excels at Capture, Mobile Defense, and Infestated based missions.

Location: Alerts. Better sacrifice a small mammal to RNGesus.
HP: Average
Shields: Lowest
Energy: High
Armor: Below Average
Speed: Average
Quick Review: If you ever make this one, NEVER GET RID OF IT! It could be months before you see all the pieces again. Vauban has a unique mechanic where he throws a grenade, it sticks to a surface, and the grenade will activate whatever ability you cast. This grants Vauban insane amounts of potential - build Bounce traps to sling enemies into pits, attach Tesla's to a teammate and have them run into the fray, throw Vortex or Bastile traps into areas you can't directly see, and so on. Bounce is a real troll ability and Vauban is semi-squish, but Vauban is another king of defense, being better than Frost for the Infested. Excels at Defense, Mobile Defense, and Interception.
By now, we've given you a good idea that there are enemies in the game, but we haven't really gone into what kind of enemies they are. We also haven't told you much about yourself! As we said earlier, we are the Tenno. But what does that mean, and what are we doing? As a quick guide to how the faction guide works, here's a brief explanation:
  • 1st Paragraph - Introduction and Lore
  • 2nd Paragraph - Explanation of Faction Mechanics and Units
  • 3rd Paragraph - Special Faction Events
  • 4th Paragraph - Summary of Faction Weaponry (note that unless otherwise stated, all weaponry listed is obtainable, usually through Clan Research)
  • 5th Paragraph - Summary of Faction Defenses (use with the Damage Table to find out how to maximize your damage!)
If you take nothing else from this, take this: when the lights flicker, you get together and start acting like a team immediately.

For Syndicates, check out the section after the Orokin faction.
Tenno - The Space Ninjas in Space
The Tenno are a race primarily controlled by the players. They pilot powerful suits known as Warframes. More about the Tenno's exact nature can be learned through the Second Dream quest. The Tenno were sent by the Orokin to fight off the Sentients in war, long, long ago, and the Tenno eventually betrayed the Orokin. It is known that in recent times, the Tenno slept in cryopods, coming to wake in the events of the game. Called to duty under a mysterious entity known as the Lotus, the Tenno now fight to maintain the balance, and to secure and protect their comrades, many who still sleep in their cryopods.

Since we are the Tenno, whatever we do is whatever they do. Tenno fight with Warframe armor, each of which have 4 unique powers that consume Energy when used. Tenno can also channel their Energy into their melee weapons to enhance their attacks, but only while wielding their melee weapon exclusively. Other than their melee weapon, each Tenno can carry two other weapons - a primary and a side arm. They can get around by running, wall running, jumping, sliding, air sliding, and, my personal favorite, meleeing-while-sliding-in-mid-air-to-perform-sick-air-spins-slide-attacks. Although the Tenno are primarily player controlled, they are able to create Specters, which are basically artificial Tenno that fight like the real deal. These can be made by players who build them (Blueprints awarded from special Rescue missions) and deployed either as a sort of bodyguard in missions or given to a clan alliance as guards for their Solar Rails.

There's also the solitary Tenno who is neither a Specter or a player, but an agent of vengeance. The Stalker is a Tenno warrior who holds a grudge against the other Tenno. When you assassinate bosses, you occasionally get a love note from him. When you do, you are considered marked, and the Stalker has a chance to show up on any mission you do. When he comes the lights will flicker, and if the Stalker is coming for you specifically, he will send you messages taunting you before he shows. The Stalker has his own set of abilities, many which come from existing Warframes (Excalibur's Slash Dash, Nyx's Absorb) and his own unique ability, known as Dispel. It will cancel any buffs or supports that Warframe abilities grant. No more Valkyr invincibility. No more Rhino Iron Skin. No more Loki invisibility. It's important to use teamwork to bring the Stalker down as quickly as possible, as being killed by him is an instant death (no bleedout), and he has notably good loot. Recent events have revealed that the Stalker is not alone, and that there may be more entities out there, like him.

Tenno-made weapons are pretty common throughout the game, and with notably varieties. Most of their weaponry is derived from Orokin technology, but are much plainer and more simplistic. Some notable Tenno weapons include the Castanas (throwing knives that can be detonated to shock targets), the Soma (a low damage, high critical chance/damage assault rifle), and the Nikanas (based on katanas, sword and sheath weapon).

A Tenno's physical defenses are comprised of their Shield, their Warframe's Alloy Armor, and their Flesh. Specters are a little different - they wield Ferrite Armor. Ferrite Armor is also the armor Rhino gains from his Iron Skin ability. The Stalker boasts a Proto Shield instead of a regular shield. (You can refer to the Damage Table in the guide to see strengths and weaknesses)
Grineer - Cyborg Clone Spam
The Grineer are arguably the most brutal of the four major surviving factions. They are a race of people mass produced through cloning, thus their numbers are vast. The genetically invasive process of cloning has left many Grineer with notable deformities, and all Grineer use robotic augmentations and armor to keep their bodies moving. The saying goes that the Grineer are better at fixing what's broken than making something that works to begin with. The Grineer answer to their own leaders, known as the Twin Queens or the Sisters, united under the goal of universal domination. Interestingly enough, they are the most unified faction, as their deep hatred for everything not-Grineer rallies them under the banner of exterminating all other life.

The Grineer primarily employ mobs of humanoid enemies as their primary method of combating the Tenno. They usually move in crowds and will attempt to flank using covers, with their melee units charging into the front lines, almost like distractions. They are commonly divided up by their armor categories. First, there are the lightly armored units, which comprise their entire melee force and the shield-bearing Grineer. Next, there are the medium armored units, which comprise most of their ranged weapon users. Although these generally aren't dangerous on their own, their large numbers and varied weaponry can allow them to overwhelm you. Finally, there are the heavy armored units, which include the Drahk Masters, Bombarders, Napalms, Heavy Gunners, and Commanders. These units can be a threat even by themselves, due to their large pools of health, high quality armor, and high damage (but somewhat predictable) weapons. The Grineer also employ some robotics - mostly in the form of Rollers (large metal orbs that do exactly what you'd think) and Latchers (basically small Rollers that latch on to Tenno and other things and explode after a short period). A special additional note about Drahk Masters - in addition to summoning special Feral Kubrows called Drahks, the Drahk Masters can temporarily steal your weapons. You will not lose them permanently, but you need to pick them up off the ground or kill the Drahk Master using them to resume using that weapon during the mission.

One of the few things the Grineer hate more than the Tenno are the Corpus. It is not uncommon for one faction to invade a node owned by the other, and when this happens, you have the option to help the Corpus and fight off the Grineer. If you do so several times, the Grineer will take note of your actions and assign an elite task force known as the Grustrag Three to take you down. After being marked, the Grustrag Three have a small chance of showing up during any mission. When they come the lights will flicker, and if the Grustrag Three are coming for you specifically, the Lotus will begin sending you messages, advising you to retreat. Unlike the Stalker and Harvester, who will teleport after you, the Grustrag Three will simply walk after you, allowing you to escape them if you so choose. The Grustrag Three are composed of Leekter, a melee focused Manticore hammer user, Shik Tal, a Marelok pistol and shield wielder, and Vem Tabook, a Hek shotgun wielder. The best course of action is to divide and conquer. Failure to retreat from them or defeat them will result in them deploying their Carabus Sentinel to place an energy barrier over you (which prevents teammates from reviving you) as it attaches a Grustrag Bolt to you. The Grustrag Bolt will half all damage done to Grineer units until you remove it, which requires you to build a special blueprint (given by the Lotus upon failure). Bringing the three down is quite rewarding, however, so it's recommended if you're capable of doing so.

Grineer weaponry is fairly easy to identify - they are commonly bulky, brutal looking weapons, with rough edges or 'bulges.' They are often very basic in their function, but notably powerful, as seen on the Marelok (a semi-automatic pistol that packs a punch) and the Ogris (a rocket launcher, among the highest damage single shot weapons available). It should be noted that the most common Grineer NPC weapon is the Grakata (a fast firing hit-scan assault rifle with a decent crit rate) which means no bullet dodging. The Heavy Gunners also use the Gorgon (a spooling hit-scan minigun) which gets rather painful rather fast. Other notable Grineer weaponry include the Miter (built like a sniper rifle that shoots sawblades - NPCs will spam this one), the Ignis (a flamethrower), and the Amphis (a fast attacking staff with an eletrical slam attack).

Grineer are the armored units of the game. All Grineer units share their special Cloned Flesh, which is different from the Flesh of the Corpus and the Tenno. The light and most medium units, along with Heavy Gunners, Drahk Masters, and Commanders wear a layer of Ferrite Armor, although the light units usually have a negligable amount. The remaining heavy units, along with the Eviscerators and elites, protect themselves with a thick Alloy Armor. Grineer robotics are different from Corpus robotics, and as a result, they have different quality of armor, named Machinery on the Damage Table.
Corpus - Like Politicians. But With Robots
The Corpus are notable for their humanoid characters being actually human, but that's where the humanity ends. They are a greedy trade and industrial corporation of like-minded individuals that don't answer to a higher calling, like the Tenno or Grineer. They answer only to money and the pursuit of it. It is not uncommon for various members of the Corpus faction to go against each other, because at the end of the day, if they can make a good profit, that's what matters. The primary reason the Tenno are set against the Corpus is because the Corpus praise and seek Orokin and Warframe technology, and have been known to take Tenno in Warframes as they sleep in cryopods and dissect them, selling off the parts. Their high technology puts them at a tactical advantage over the other races - the Grineer are actually somewhat dependant on technology that the Corpus sell them.

Corpus tactics involve sustained fire and tactical robotic employment, a stark contrast to the Grineer's shock and awe mob tactics. The Corpus are divided into three primary unit types, although these are much more visually distinctive than the Grineer's divisions. The most basic of these are the Crewmen - humans in spacesuits with high-tech weaponry and shields. The rest of the Corpus army is comprised of various robotics. The first major sub category of these are the Drones and Ospreys, which are flying robots which, although not notably powerful, offer strategical advantages to the Corpus, whether they restore shields or lay mines on the ground, or even drain shields! There are even suicidal bomber Osprey, known as the Oxium Osprey, known particularly for dropping a semi-rare resource, but only if you kill it before it suicide bombs (you can dodge the suicide bombing though). The second sub category of Corpus robotics are the MOAs. These walkers are armed with a variety of weaponry and can be seen as the workhorses of Corpus combat, with decent damage weaponry and some mobbing tactics. Be warned - triggering an alarm on a Corpus tileset occupied by Corpus often results in several MOAs being spawned from the Corpus cabinets, often resulting in a cluster!

The Corpus are more than happy to throw a little money at their problems, if those problems are the Grineer. It is not uncommon for one faction to invade a node owned by the other, and when this happens, you have the option to help the Grineer and exterminate the Corpus. If you do so several times, a certain Corpus scientist will be intrigued by your Warframe's proficency and deploys a Corpus proxy known as the Harvester. After being marked, the Harvester has a small chance of showing up during any mission. When it comes, the lights will flicker, and if the Harvester is coming for you specifically, the Harvester will begin... beeping at you. It kinda roars as well, I guess. Evading it when it shows up can be difficult, since it teleports, but it can be killed, for good rewards. It is immune to some CC moves, particularly those that ragdoll, but can be slowed, blinded, and managed fairly easily with most Warframe abilities. A defeat at the hands of Zanuka the Harvester will result in you being captured by the Corpus! You will be removed from the mission and placed in an Escape mission, which forces you to find your primary, secondary, melee, and powers before fleeing from your prison.

As stated before, the Corpus rely on sustained fire and high technology for their weaponry. A lot of Corpus weaponry have Electric, Magnetic, or Radiation damage instead of physical damage, which can be painful do deal with, and wonderful to use. Common Crewmen use the Dera (basic laser assault rifle), which although not hitscan, travels relatively fast. More powerful Crewmen will employ the Lanka (a high electric damage sniper rifle), the Flux Rifle (a pinpoint accurate laser rifle), and Corpus Techs, the strongest of the weaklings Crewmen uses a Supra (spooling laser minigun) fairly effectively. You also have the powerful tactical wise Prod Crewmen that will run at you with a Prova (electric damage machete weapon). The Ospreys and MOAs use their own varieties of weaponry that cannot be obtained by players.

All Corpus, without exception, use Shields. The Corpus Tech employs a Proto Shield instead of a regular shield, but otherwise, without fail, all Corpus use Shields. It's their thing. After their Shields, the human Corpus have only their Flesh for defense, while the robot Corpus rely on their distinctive metallic armor for protection, referred to on the Damage Table as Robotic.
Infested - The OMGWTFISTHAT Faction
The Infested are the result of the Technocyte virus infecting an entity and taking over it. This is apparent when one looks at the physical appearance of the Infested - Chargers were Grineer before becoming infected, the Ancients were plantlife before corruption, and most other units were Corpus Crewmen or robotics before the virus overtook them. They share a mysterious connection with the Tenno. It is extremely rare to see an infested Warframe, but they can be created. Not much is certain. What is certain is that these monstrosities are at least somewhat organized, as swarms of Infested commonly attack and invade various establishments across the Solar System, settling in on Eris. They seem to be at home in the Orokin Derelicts, however, where they are the prevalent lifeform. The Derelicts sit on the edge of the Solar System and can be accessed by utilizing Navigational Coordinates to create Derelict Keys (blueprints in the market).

The Infestation has afflicted a large variety of units. They will move in groups and attempt to surround whatever they're attacking, making escape difficult. Chargers and Runners will get within melee range and start swinging, while Leapers will attempt to lunge at you while dodging your attacks. Volitale Runners will explode within range for massive damage (NOTE: This is no longer a joke - damage now scales). Crawlers are carried by Mutalist Ospreys. The Ospreys will drop the Crawlers, which will crawl at you, with some elemental variants lobbing attacks projectiles. They can be difficult to hit, as they are low to the ground. After dropping their crawler, the Mutalist Ospreys will charge at you, deploying toxic clouds in the air. Mutalist MOAs can perform ground slams like their uninfested counterparts, and can also fire either vision and damage reducing spores or speed reducing, damage dealing tar pits. The final category, the Ancients, are divided into two sub-categories - the spawners and the aura casters. The tall, aura casters will swing their long-reaching arms at you, capable of knocking you down or dragging you close. There are three variations of these aura casters that boost other Infested capabilities (Toxics grant added poison damage to nearby allies, Healer reduces ally damage and heals self when nearby allies are attacked, Disruptors grant energy draining attacks to nearby allies and reduce damage dealt by Tenno powers). The stout spawners come in two flavors - the maggot spawning Brood Mother that creates health draining and slowing maggots, and the spawn pod creating Boiler, the new highest priority Infested, which creates pods that spawn smaller Infested over time.

As previously stated, the Infested are known for attacking and invading Corpus and Grineer controlled territories. Both the Corpus and Grineer can tell what the virus has done to their comrades and can do to them, so they are willing to pay the Tenno to help exterminate the Infested, reclaim lost assets, and... raid their own ships as the Infested cut off life support? Sure. Let's go with that. During an Infested Invasion, all nodes being invaded are turned into missions you must complete 3 times for a predetermined battle pay - this can be an easy way to earn money and components for Clan Research weapon building. If the Infested invade an Assassination mission, the boss becomes Phorid, a large Charger with some added powers.

The Infested themselves do not use weapons, as they are too horribly deformed to even consider it. There are weapons that have been corrupted by the Technocye virus, and weapons that can be engineered through the Mutagens commonly found in Infested stomping grounds, though. These weapons are commonly elemental and often look like they're alive, having strong ties to their infected origins. Outstanding examples include the Phage (shotgun that fires wiggling tentacle-like viral-based laser beams), the Torid (a grenade launcher that deploys 'spores' that spray a toxic cloud), the Embolist (a sidearm that sprays toxic fumes), the Synapse (highly critical assault rifle that fires an electric beam), and the Dual Ichor (pure toxic dual daggers with high critical rates).

Their defenses can be difficult to remember due to their naming conventions. There are two types of Infested skin, referred to simply as Infested and Infested Flesh. The melee only units (Chargers, Runners, and Leapers) have nothing but their Infested health to protect them, while Volitale Runners, Mutalist Ospreys, and Crawler variants possess what is called Infested Flesh. These properties defend differently, as shown on the Damage Table. The Mutalist MOAs and Ancient units have had their skin become Fossilized with age. Finally, Phorid possess it's own armor class, a tough layer of Sinew.
Orokin - Just a Little Bit of Everything
The Orokin were a people of a long time ago. They created highly advanced technology that rivals modern technology, in their towers of ivory and gold. Sometime ago, the Orokin were engaged in war with entities known as the Sentients, which were also believed to be Orokin creations. To combat the Sentients, the Orokin turned to the Void. It is said that those of the Orokin who were sent to the Void and returned, twisted but alive, became the Tenno, or at least the ancestors of the Tenno, wearing the Orokin created Warframes and engaging the Sentients. The exact outcome of this war isn't known, however, from the Stalker's codex, it can be assumed that the Sentients were quelled, and when the Tenno returned from war, they slew the Orokin. As a result, no actual Orokin exist, and their towers are instead filled advanced technology proxies, with machines that impliment mind-controlling devices upon any non-Tenno organism that enters the Void.

The Orokin Void is currently the only place where the Orokin's Corrupted units appear. They're fairly easy to identify, as you've been seeing them throughout the solar system. The Heavy Gunner, Lancer, Bombard, and Butcher are borrowed from the Grineer, the Crewman, Nullifiers, and Fusion MOAs are borrowed from the Corpus, and the Ancient Healers are borrowed from the Infested. The only real tactic the Corrupted seem to display is that they'll herd underneath Orokin Drones to obtain shields. The traps in the void are a huge threat - the laser traps can kill you in less than a second, if not careful. The Gunners can be extremely dangerous, however, since they have much more health than their unCorrupted counterpart, and the Bombards can one-shot weaker frames on higher difficulties, while the Nullifiers protect themselves and nearby units from all Warframe abilities. They can be difficult to sneak attack due to all the branching paths in the Void - it's not uncommon for their patrol paths to have them facing each other.

The Void received an update in the form of T4 keys. During a T4 mission, a Corrupted version of the Mecury Boss, Captain Vor, can appear. He is far more dangerous then before and has a new weakpoint in the form of his glowing, bisected gut. Taking him down becomes high priority when he appears, as he can and will bring your team down, and drops exclusive mods that were once only available through events.

Orokin weaponry is the same as Tenno weaponry, except more powerful - generally they are direct upgrades. They're denoted by gold and white color schemes and the word "Prime" in their name. Examples include Boltor Prime (a fast firing assault rifle that shoots bolts with a small travel time) and Glaive Prime (a three-bladed disc that can be thrown). The Corrupted do NOT actually use Orokin weaponry - the Heavy Gunner continues using the Gorgon, the Lancers will use a Dera rifle, and the Crewmen will, for some reason, use the Strun (the starter shotgun. Pretty slow, but can be painful at close range.)

Be warned, they are NOT exactly the same as their unCorrupted counterparts when it comes to their defenses (differences are underlined). The Grineer-based Orokin have special Cloned Flesh, with the Gunner and Butcher (although negligable) wearing Ferrite Armor and the Bombard and Lancer wearing Alloy Armor. The Crewmen and Nullifiers use Shields, but are only protected by their Flesh after that. The Drones and MOAs also use Shields, and are protected by the Robotic frames. Finally, the Healers have a layer of Fossilized skin protecting them.
(Spoilers) - A Faction Note You Should Not Read Before "The Second Dream"
Seriously, skip past this section if you haven't completed "The Second Dream." I will not be held responsible for dumb baby men who spoiled it for themselves.

Still reading? I'm blacking this out!

Snape killed Dumbledore.

The Sentients have returned. Again. This race of mechanical super-beings once threatened to wipe out the Orokin Empire. It took the Orokin, with their weaponry, technology, use of the Infestation, Grineer slaves, AND Tenno soldiers (which turned the war in the Orokin's favor) to stop the Sentients last time. Now, Hunhow the Sentient has returned, intending to finish what he started - wipe out the origin system and exterminate the Tenno. Crap just got real, kids.

The Sentients are currently only found on the Orokin Moon tileset, on Earth. There are only three units, and only two of them actually fight. Easy, right? NOPENOPENOPENOPENOPE. The Oculyst will scan parts of the map, looking for Tenno. If you are scanned, or you attack them or try to scan them, they'll take off and be replaced by a Conculyst and a Battalyst. These flying units are fast and powerful, so prioritize them. Or run. Running is good too. Sweet mods for killing them though.

Other than the way they spawn, there are no real events based on the Sentient at this time, other than the fact that the Stalker becomes the Shadow Stalker after the Second Dream. His powers have changed, and his defensive mechanisms function like the Sentinets, adapting to damage and requiring you to change damage. He also uses the War sword. In ways, he is less dangerous, because you don't have to worry about Absorb, but in other ways, he's more dangerous, still using Dispel and having higher melee damage output.

Currently, War and it's broken counterpart are the only Sentient weapons available to players. The Sentients themselves use weaponized arms that they can trade between one another, with the Battalysts using laser beam arms and the Conculysts using baton arms to fly in and beat your booty in.

All Sentient units have Ferrite Armor and a unique health type that is unaffected by damage. This is due to their unique defensive measure - adapting to the primary damage type being inflicted on them. They can do this up to 4 times in one life, doing so after losing a percentage of health. The best way to fight them is to use weapons with balanced physical damage and using multiple elemental types, so you have a way to fight them no matter what they've adapted to.
There exists a smaller scale conflict in the mix. Syndicates have banned together under distinct ideas in an attempt to assert peace by supporting the Tenno. The various syndicates are at conflict with each other, however, as they build alliances, rivals, and enemies. So how does all this affect you?

You can join one or more syndicates by interacting with the syndicate node in the front of your ship. Each syndicate has it's own beliefs, as well as benefits, and you cannot effectively level all syndicates at the same time. Take the time to look over the syndicates reward options before making your decision as to which ones you will level first, as the enemies of syndicates you level become harder to level, and many of the items are exclusive to this aspect of the game.

In order to benefit from most syndicates, you must wear their sigil on your Warframe and gain affinity through any means. A fraction of affinity you gain while wearing a syndicate's sigil will increase your reputation in that syndicate. Reputation is used to rank up, and is also the currency used to make purchases from your syndicate. After ranking up, syndicate specific missions crop up daily to allow you to gain more reputation. There is a daily reputation limit for all syndicates, however, which depends on your Mastery Rank. The higher, the better. The Conclave, it's own syndicate, requires you to participate in their games. Which I still refuse to do.

Below are the different syndicates, their ideas, and what they can offer you. Note that weapons and mods obtained through factions ARE tradable, but will probably cost a pretty platinum, due to the time it takes to obtain them. Also note that supported weapon mods do NOT work for any variant of a weapon except the version listed (the Bolto mod does NOT work with Akbolto, for example)

A = Allied factions. Wearing the sigil of one will increase your reputation of the other by 50%
O = Opposed factions. Wearing the sigil of one will decrease your reputation of the other by 50%
E = Enemy factions. Wearing the sigil of one will decrease your reputation of the other by 100%
Supported weapons = weapons that this faction offer exclusive mods for.
Supported Warframes = Warframes that this factions offer augmentation mods for.
Unique weapon = an exclusive supped up version of an existing weapon with innate, syndicate exclusive power ups, offered at the highest rank
Supported utility = a deployable that restores the corresponding attribute. Syndicates offer a larger variant than regularly available.
Preferred mission type = syndicates sell Tier 4 Void missions of this type.
In-mission NPC = represents both the NPC type that the syndicate sells as a specter deployable and the NPC type that will invade your missions in large groups if you achieve a large negative reputation with that syndicate.

Steel Meridian
A: The Red Veil
O: New Loka
E: The Perrin Sequence
Supported weapons: Hek, Dual Cleavers, Sobek
Supported Warframes: Ember, Excalibur, Frost, Nova, Oberon, Rhino, Saryn, Mesa
Unique weapons: Vaykor Hek, Vaykor Marelok
Supported utility: Large Team Health Restore
Preferred mission type: Defense
In-mission NPC: Eximus Grineer Rollers
Grineer defectors who want to protect the weak and innocent and deliver their own version of justice.

Arbiters of Hexis
A: Cephalon Suda
O: The Perrin Sequence
E: The Red Veil
Supported weapons: Burston Prime, Jaw Sword, Viper
Supported Warframes: Ash, Excalibur, Limbo, Loki, Mirage, Nyx, Volt
Unique weapons: Telos Boltor, Telos Akbolto
Supported utility: Large Team Energy Restore
Preferred mission type: Survival
In-mission NPC: Eximus Orokin Corrupted Lancer
What appears to be Tenno or Orokin observers who wish to see the Tenno surpass the Orokin though their discipline.

Cephalon Suda
A: Arbiters of Hexis
O: The Red Veil
E: New Loka
Supported weapons: Bolto, Kestrel, Supra
Supported Warframes: Banshee, Frost, Hydroid, Limbo, Mirage, Nova, Vauban, Chroma
Unique weapons: Synoid Simulor, Synoid Gammacor
Supported utility: Large Team Shield Restore
Preferred mission type: Mobile Defense
In-mission NPC: Eximus Corpus Shield Osprey (Eximus Corpus Scavenger Drones comprise the Death Squads instead)
An AI consciousness thirsty for knowledge and full of curiousity, irregardless of the destruction the pursuit may bring.

The Perrin Sequence
A: New Loka
O: Arbiters of Hexis
E: Steel Meridian
Supported weapons: Acrid, Grinlok, Spectra
Supported Warframes: Banshee, Mag, Nekros, Rhino, Trinity, Valkyr, Vauban, Chroma
Unique weapons: Secura Penta, Secura Dual Cestra
Supported utility: Large Team Energy Restore
Preferred mission type: Capture
In-mission NPC: Eximus Corpus MOAs
A Corpus subfaction that rejects the idea of conflict as profit and wishes to monetize on a shared peace instead.

The Red Veil
A: Steel Meridian
O: Cephalon Suda
E: Arbiters of Hexis
Supported weapons: Dark Dagger, Embolist, Mire
Supported Warframes: Ash, Ember, Loki, Nekros, Saryn, Volt, Zephyr, Mesa
Unique weapons: Rakta Cerno, Rakta Ballistica
Supported utility: Large Team Ammo Restore
Preferred mission type: Exterminate
In-mission NPC: Eximus Infested Charger
Possibly a Tenno-based faction of extremists who see corruption everywhere and believe the only solution is a purging fire.

New Loka
A: The Perrin Sequence
O: Steel Meridian
E: Cephalon Suda
Supported weapons: Furis, Skana, Vulkar
Supported Warframes: Hydroid, Mag, Nyx, Oberon, Trinity, Valkyr, Zephyr
Unique weapons: Sancti Tigris, Sancti Castanas
Supported utility: Large Team Health Restore
Preferred mission type: Interception
In-mission NPC: Eximus Infested Ancient Healer
Sponsored by a human/Lotus like entity, they worship the human form and repopulation of Earth, to reobtain it's former beauty.
Open World
What? A new section? In this guide? UNFATHOMABLE!

Yes, but there's a new game mode that deserves it's own section - the Free Roam missions. At the current point in time, the only Free Roam mission is the Plains of Eidolon, connected to the hub city of Cetus. To start a mission in the Plains of Eidolon for the first time, enter Cetus and pass through the massive gate across the map. Afterwards, you'll be able to access the Plains directly from your star chart.

What makes the Plains different? The map never changes, and is massive, spanning across several kilometers. The Plains themselves do not have an objective to complete and you can leave at any time through the large gate, which takes you back to Cetus. You must extract this way in order for your Plains session to be "complete," otherwise you'll lose your progress like you failed a mission.

The Plains have unique resources used to make and buy items provided by the people of Cetus. Cetus itself acts like a Syndicate, with players being able to do missions or provide resources for the city in order to obtain standing that can then be traded for goods and services.

So what do you do in the Plains? Speaking to Konzu allows you to select one of several difficulty based Bounties. Bounties are 4 to 5 step mini-missions that emulate regular Warframe objectives - such as exterminating enemies, guarding a payload, assassinating a "boss," and so on. The Plains are Grineer controlled, so remember - puncture, corrosive, radiation.

You can also gather resources from the Plains to bring to Cetus to either make or exchange for goods. The two most noteworthy ways to gather resources are Fishing and Mining.
- You can fish by acquiring a spear from Fisher Hai-Luk, equipping it to your Gear Wheel, and then using the Gear Wheel to equip the spear in the Plains. You can then use your primary fire to throw the spear. Fish in bodies of water struck by the spear will take 'damage.' Different spears damage different fish for different amounts. A 'killing blow' will catch the fish and add it to your inventory. Larger fish may take additional hits to catch. You can also buy bait from Fisher Hai-Luk that gets equipped to your Gear Wheel. Use bait to cause special fish to spawn. Be mindful of the water though - you can't get a freshwater fish to spawn in the ocean! Research what baits to use where.
- You can mine by acquiring a laser cutter from Old Man Suumbaat, equipping it to your Gear Wheel, and then using the Gear Wheel to equip the laser cutter in the Plains. You can then user your primary fire to shoot a laser. Look for red (ore) blemishes or blue (gem) blemishes on rock formations. Once you get close, you'll see a white dotted line formation - use your primary fire to trace the line for your cutter and voila! You just laser-mined. Better cutters can sense gems from further away and reveal them on your mini-map. The more accurate the trace, the more ore/gems you get from the cut.
- Other unique Plain resources include Grokdul (in storage containers near Grineer camps), Iridate (in breakable rock formations like Ferrite), Maprico (fruit found on trees), Nistlepods (thorny plants found on mountains), Condroc Wings and Kuaka Spinal Claws (kill the corresponding animal NPC to get a drop), and Cetus Wisps (rarely found near bodies of water - more spawn at night)

Rewards in short include (War Within Spoilers: masks for your operator ) decorations for your ship and pets, captura scenes, fish and fish trophies for your ship, Zaws (CUSTOMIZABLE MELEE WEAPONS!) and Arcanes to compliment them, and after the War Within, weapons and cosmetics for your operator with Arcanes to compliment those as well
This section is at the end of the guide for a reason. It's basically the game's answer to challenging, end-game content. And it somewhat is. Mostly for the wrong reasons.

You can complete a Sortie once a day. To do so, you must have Mastery Rank 4 and a level 30 Warframe. That doesn't seem that "end-game," right? Well, go take your level 30 no-reactor no-Forma Volt and MK-1 Paris into one of these things and let me know how it goes for you.

These missions are a series of 3 missions against a single faction with three plot twists - the enemies start at level 50 and go over level 100 (read as: weaker Warframes will be killed in one shot), the mission has an additional condition, like a Nightmare Mode mission would, and the mission itself is modified to be made more difficult (A non-endless Survival usually last 10 minutes. A Sortie Survival lasts for 15 minutes, Exterminate missions have enemies permanently alerted, Spy missions require all 3 data vaults, etc). The Nightmare Mode like conditions vary vastly, between equipping only one weapon type, to enhanced enemy defenses or offenses, or weakened Warframe defenses, to having Radiation effects added to everything (FRIENDLY FIRE FOR EVERYONE FOREVER!) In some missions, it's not even worth kiling the enemies, and you might not even be capable of killing them.

So why put up with this?

Who knows? Credits, I guess.

I'm in the camp of people that enjoyed sorties prior to reward changes. Now I'm wondering where I'm going to put my seventh Ayatan statue and if I want to spend all the Kuva rerolling that cancer Ogris mod I got. But Orokin Catalysts and Reactors are always good. There's some value to them.

Don't be afraid to use "cheap" strategies in Sorties, like Link/Vampire Trinity, Blind Prism spamming Mirage, Chaos Nyx, Unkillable Valkyr/Wukong, or Exalted Blade Excalibur. This is the best place for those strategies, because these enemies deserve the worst you can throw at them.
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HorrorCube Jul 25, 2018 @ 11:00am 
does anyone know how to delete your character?
CarlozHolz Jul 3, 2018 @ 11:52am 
Uhm... hello!
I have just finished reading this guide and I think it is just simple and gorgeous.
Well, I am here to ask if I can use this guide to translate it into Spanish. I mean, that'd be awesome for me to do. I've written many guides myself and that's how you know I wont mess up.
Thank you in advance!
Jus' tryna chill Jun 1, 2018 @ 12:25am 
Is this guide up to date for 2018?
76561198166937015 Dec 27, 2017 @ 8:44am 
Should Honestlly put Dio shouting Z A W A R U D O at the Limbo Part
EndEz Aug 30, 2017 @ 11:05am 
Update this please
Coffeechipmunk  [author] Jul 27, 2017 @ 11:02am 
AnnoyinglyFast Jul 27, 2017 @ 9:08am 
Mag's passive has replaced Volt's passive for extra damage from being grounded, please fix this
LynxQueen May 31, 2017 @ 8:52am 
Update please!
rotorcraft621 Apr 24, 2017 @ 7:02am 
Amazing. This guide summarizes the important stuff without researching every tidbit for hours. THANK YOU!!!
Angry Boost Apr 19, 2017 @ 5:48am 
A tiny bit outdated, but one of the best guides for warframe i have read so far. helped me a lot :)