
Affinity is the in-game mechanic for experience points. Warframes, Archwings, Companions and weapons are all capable of earning Affinity. It is earned by killing enemies, hacking terminals, completing objectives/Missions, using Warframe powers, or picking up Affinity Orbs.
Overview
Affinity is only shown numerically in the player's profile. Elsewhere, they are shown only as progress bars to the next level for that piece of equipment, such as in the Arsenal, during missions, or in the end-mission report.
Upon gaining enough Affinity, equipment will rank up and (once the equipment's rank exceeds a player's Mastery Rank) gain one extra point of Mod capacity (two points when supercharged via an Orokin Catalyst or
Orokin Reactor), used for applying mods. Affinity is stored in each specific item, not the player's character/account; if an item is sold or used in crafting, it loses all of its associated Affinity and ranks.
Affinity indirectly affects a player's Mastery Rank. A player gains 200 Mastery points per Affinity level on a previously unranked Warframe, Archwing or Companion, and 100 Mastery points per level on a previously unranked weapon. Once a player has acquired sufficient Mastery points, they can take the test to increase their Mastery Rank.
The amount of Affinity a weapon or frame has earned during a mission can be seen in the post-mission report, just to the left of the reward info box, where it is referred to as XP (experience).
Using the Affinity Booster, purchasable for 40, doubles Affinity gain for 3 days, 7 days with the
80 booster, or 30 days with the
200 booster.
Smeeta Kavat's
Charm also has a chance to provide double Affinity gain for a duration.
Some Prime Access packages also have special 90-day Affinity boosters.
Acquisition
Warframe Affinity
Warframes and weapons gain Affinity for several types of actions, detailed below. Unless specified otherwise, all Affinity gained uses the split according to the general rule: 25% of the amount goes to your Warframe and 75% of the amount is divided evenly among all equipped weapons (18.75% each for four weapons while Archgun is summoned through Archgun Deployer, 25% each for three, 37.5% each for two, or the full 75% if only one is equipped).[1]
Deployable gear, such as Archwings and Necramechs, only gain affinity when deployed.
- Kill with Warframe abilities: All Affinity goes to the Warframe.
- Kill with weapons: Half Affinity goes to the Warframe and half to the killing weapon.
- Shared Affinity from allied Tenno kills: When within 50 meters of an ally (200 meters while using a Fosfor, 250 meters in Landscape missions) when they kill an enemy, you gain the same total Affinity, distributed according to the general rule specified above. This doesn't reduce the Affinity gained by the killing player, and doesn't reduce the Affinity gained by other nearby allies.
- No weapons equipped: All Affinity goes to the Warframe.
- This applies when the only equipped weapons are overridden by ability-created ones (E.g. Using
Exalted Blade while only having a melee weapon equipped).
- This applies when the only equipped weapons are overridden by ability-created ones (E.g. Using
- No weapons equipped: All Affinity goes to the Warframe.
- Parazon Mercy kills: Half Affinity goes to the Warframe and other half goes to last equipped weapon.
- Kills with Railjack turrets: All Affinity goes to the Plexus.
- Crewship Kills via Railjack Artillery:
- While In A Warframe: Gets shared according to the general rule above, and is also duplicated in a 50/50 split to your Companion and its weapon, or 100% to a living Companion without a weapon
- While In Operator Mode: Half Affinity goes to the Operator and half to their Amp.
- For Archwing missions, the shared affinity range is increased to 200 meters (800 with a Fosfor).
- While in Railjack, the shared affinity range is infinite, and the above rules still apply to affinity gain.
Operator Affinity
Operators gain their own Affinity, similar to a Warframe. They only receive affinity when deployed.
- Kills with Operator abilities: All Affinity goes to the Operator's equipped Amp when possible.[2]
- Kill with Amp: 100% of Affinity goes to the killing Amp.
- Shared Affinity from allied Tenno kills: When within 50 meters of an ally (200 meters while using a Fosfor, 250 meters in Landscape missions) when they kill an enemy, you gain the same total Affinity. The Affinity is distributed by 25% for the Operator, 37.5% for the Amp, and 37.5% for their unused melee slot.
- Because only Operator Amps can gain Affinity, the 25% gained for the Operator and the 37.5% for their unused melee slot is lost resulting in only 37.5% of shared Affinity being earned for the Amp.
- No Amp equipped: Affinity is lost.
- Only Operator Amps gain Affinity and not the Operator themselves.
Companion Affinity
Companions gain their own Affinity, similar to Tenno.
- Tenno kills: 100% of Affinity gained by Tenno kills by any means (weapons or abilities) and with any deployables (Necramech, Operator mode, etc) also goes to the companion.
- Affinity is split between the Companion and its weapon 50/50%.
- 100% Affinity to the Companion in the absence of a weapon.
- Companion kills: Total Affinity upon kills is equal to that gained by Tenno. The owner of the Companion gains no Affinity.
- Kills with its weapon (mechanical pets only): Affinity is split between the Companion and its weapon 50/50%.
- Kills (living pet without a weapon): All Affinity goes to the Companion.
- Kills with an ability: All Affinity goes to the Companion.
- Companion uses an ability: Amount varies by ability.[investigation needed] 100% goes to the Companion.
- Allied Tenno, but not the Companion's owner, kills an enemy: Affinity gained by the Companion does not detract from that gained by its owner.
- Affinity is split between the Companion and its weapon 50/50%.
- 100% Affinity to the Companion in the absence of a weapon.
Other Affinity Sources
- Use a Warframe/Archwing ability: Affinity equal to the base energy cost, in most cases.
- Hack a terminal: 50 Affinity.
- Complete an objective.
- Collect an Affinity Orb: 1000 Affinity.
- Scanning with the Codex Scanner:
- Scanning objects: 10 Affinity.
- Scanning enemies: Affinity equal to 1/3 of gain upon killing the enemy (rounded down).
- Stealth scan: Affinity equal to gain upon killing the enemy.
Stealth Kill Affinity Bonus
Killing unaware enemies will trigger a Stealth Kill Affinity Bonus, which increases the amount of affinity that a player gains from killing said enemy. A notification appears in a player's HUD to the left of the shield counter upon performing a stealth kill, which will display the bonus affinity value for that kill, as well as the time remaining for the combo. The default bonus affinity value is 100%, which can be increased by performing a subsequent stealth kill within 30 seconds of the previous one, which will add another 100% to the bonus value, e.g. killing a second enemy stealthily will grant a 200% affinity multiplier, the third granting 300%, and so forth until it caps out at 500%, whereupon any successive stealth kills will provide said bonus as long as they are made within the time limit. Stealth kill affinity bonuses can be initiated using any attack as long as the enemy is unaware of the player's presence, though melee weapons grant twice the amount of stealth kill affinity compared to ranged weapons or abilities.
The stealth kill affinity bonus resets if a kill is made on an alert enemy, or upon being attacked by an alert enemy. Only enemy units will trigger these affinity bonuses. Environmental objects like Corpus Turrets, Security Cameras, Sensor Bars, and Storage Containers will not reset the multiplier nor do they count as a stealth kill. Certain units like Sensor Regulators are also considered objects, and thus will not initiate stealth affinity bonuses.
Oddly enough, certain Warframe powers (like Paralysis) and Melee Combos that initiate stagger may initiate stealth kill affinity bonuses upon performing a Counterattack Finisher, even if the enemy was previously aware of the player.
Killing an enemy that spawned within 5 seconds will not count towards the stealth affinity multiplier.
Bonus Affinity
If a player completes a mission successfully they gain bonus Affinity based on the amount gained during the mission. Bonus Affinity is shown as white in the end-of-mission report and is an additional 125% of the base Affinity earned for each item.
Due to bonus Affinity, leveling an item up to a certain level in a single mission, and completing the mission, will result in that item becoming max rank:
- Getting an item to Rank 20 will result in that item becoming Rank 30.
- For Rank 40 weapons that require 5
Forma such as Kuva Weapons, Tenet Weapons, or the Paracesis, getting to Rank 26 and two-thirds will result in a Rank 40 weapon.
The equipment level with the current mission-success bonus Affinity applied can be previewed in the mission progress tab before ending the mission.
Affinity Range
When playing with other players, Affinity will be shared among the squad if they are within a 50-meter radius. This can be increased with Fosfors to 200m or Vazarin's
Mending Unity (+25m at max rank). Some Warframe Abilities and Warframe Augment Mods also have their ranges tied to this particular range.
Versatile and resilient, Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.
- Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
- Damage over time from procs (such as
Slash or
Toxin for example) will not contribute nor maintain damage resistance.
- Adaptive Armor does not stack with
Adaptation. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
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Preserving Shell Citrine guards herself and nearby allies with a crystalline shell that gradually decays. Kills and assists increase the defensive power of the shell. Introduced in Update 32.3 (2023-02-15) |
![]() +3% damage reduction per kill +1% damage reduction per assist |
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Misc:
50 m Affinity Range |
Info
- Citrine expends
50 Energy to align a protective pentagonal array of five orbitting crystals that reduces incoming enemy damage, surrounding herself and all allied Warframes within her Affinity Range with personal arrays. On cast, Citrine also inflicts
Stagger on enemies within a radius of 8 meters and
Knockback by 2 meters.
- Allies gain or lose Preserving Shell whenever they enter or leave Citrine's Affinity Range.
- Affinity Range is not affected by
Ability Range but is affected by Fosfor and
Vazarin's
Mending Unity.
- Affinity Range is not affected by
- Companions and other allied NPCs do not receive Preserving Shell.
- Allies gain or lose Preserving Shell whenever they enter or leave Citrine's Affinity Range.
- Preserving Shell lasts for
18 / 20 / 22 / 25 seconds, during which Damage Reduction begins at
10% / 20% / 30% / 40%, then after a 1 second delay it continuously decays per second until pausing at 10% / 20% / 25% / 25% minimum damage reduction and resuming decay when above the threshold. Decay rate changes when total damage reduction reaches its thresholds, alternating from -1% per second when between 25% to 75% damage reduction, to -3% per second when between 75% to 90% damage reduction.
- Modded initial damage reduction percentage is rounded down to the nearest whole number.
- While active, the lower half of the diamond-shaped UI indicator above the ability icons appears, tracking the current damage reduction value and this ability's remaining duration via a countdown curve.
- Damage reduction value is displayed in real-time as a buff icon beside Citrine and her squadmates' hitpoints indicators.
- Multiple Citrines in the squad can stack Preserving Shell's damage reduction multiplicatively.
- While active, kills and assists made by Citrine will pause the decay for 2 seconds and increase total damage reduction by
3% per kill and
1% per assist. Damage reduction is capped at a maximum value of 90%, whether earned via kills and assists, or modded with at least 225%
Ability Strength at ability rank 3.
- Modded damage reduction per kill percentage in decimals is rounded down to the nearest whole number, whereas per assist is rounded up.
- Ability Synergy:
- Damage, status effects, and crowd control inflicted by
Fractured Blast,
Prismatic Gem, and
Crystallize can contribute as kills and assists to increase Preserving Shell's damage reduction.
- Damage, status effects, and crowd control inflicted by
- Can be recast while active to preserve the current damage reduction value if above the minimum threshold, or return to initial damage reduction if the current value is lower, while also refreshing to full duration.
- Casting Preserving Shell is a full-body animation that displaces Citrine into the air and allows slowed directional movement, but interrupts other actions.
Reveling in the heat of combat, Ember gains 5% extra
Ability Strength for every enemy burning with an active
Heat status effect within Affinity Range.

Frost's abilities have their
Cold status effect duration increased by 100%. Frost's Fortifying Freeze passive increases his Armor by 50 per enemy afflicted by a
Cold status effect within Affinity Range.

- Main article: Biting Frost
Biting Frost is a Warframe Augment Mod for Frost's passive, gaining increased Critical Chance and Critical Damage on enemies frozen by 10
Cold status effects.
Rank | Crit Chance | Crit Damage | Cost |
---|---|---|---|
0 | +130% | +130% | 6 |
1 | +150% | +150% | 7 |
2 | +175% | +175% | 8 |
3 | +200% | +200% | 9 |
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Penance Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies. Introduced in Update 21.0 (2017-06-29) |
![]() 5% (lifesteal on hit) 20% / 25% / 30% / 35% (fire rate bonus) 40% / 50% / 60% / 70% (reload speed bonus) |
![]() 1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields) | |||
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Misc:
50 m (affinity range) |
Info
- Harrow expends
50 energy to flagellate himself twice with his thurible, sacrificing all of his shields and Overshields to gain
20% / 25% / 30% / 35% Fire Rate and
40% / 50% / 60% / 70% Reload Speed while restoring his Health by
50% of the amount of shields and overshields sacrificed. While active,
5% of any damage dealt by Harrow to enemies converts into health for Harrow and allies within his Affinity Range. Penance has a base duration of
4 seconds, plus extra duration of
1.25 / 1.33 / 1.43 / 1.54 seconds for every 100 Shield and Overshields points drained, up to a maximum of 120 seconds.
- Affinity Range is not affected by
Ability Range but is affected by Fosfor and
Vazarin's
Mending Unity.
- The amount of shields to be drained is determined on activation. Shield points from
Condemn will not be drained if gained during Penance's casting animation.
- Each time Harrow flagellates himself, 50% of the total shield points are subtracted.
- Affinity Range is not affected by
- Can be recast while active to stack extra duration to the remaining time.
- Allies affected by the lifesteal include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- On Defense Objects, Penance restores up to 50 health per second.
- While active, stylized art appears beneath the aiming reticle; when a player is healed by Penance, colored text denoting the amount of health healed from damage dealt briefly replaces the art for several seconds. Both visuals are affected by Harrow's Warframe energy color.
- Harrow's wounds on his back from flagellation emit piercing light in his chosen Warframe energy color.
- Casting Penance stops all of Harrow's movement and actions.
Tips & Tricks
- Mod for a higher shield pool to gain more extra duration for Penance by default.
- Harrow can opt to choose to build Penance over Ability Strength for quick bursts of fire rate and lifesteal, or Ability Duration for sustained fire rate and reduced need to deplete Shields to recast. While the former is useful in quick missions and Assassination runs, the latter can be useful in endless missions such as Survival, considering the added protection afforded by a Duration-based
Covenant.
- Use
Condemn to quickly replenish shields and Overshields to fuel Penance' extra duration.
- Build up your shield and Overshield pool again after casting Penance, then recast Penance to stack extra duration onto your remaining time to keep the ability active much longer.
Guardian,
Protect,
Brief Respite &
Arcane Barrier are useful for this ability as they are capable of restoring Harrow's shields.
- Cast
Covenant before or after using Penance to protect yourself from damage when you are at your most vulnerable state.
- The fire rate bonus also affects melee weapons.
- Can reduce recharge delay for
Cycron or a Kitgun equipped with
Pax Charge, however, it does not affect recharge rate.
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Covenant Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further. Introduced in Update 21.0 (2017-06-29) |
![]() 1.50% (critical chance per 100 damage) |
![]() 6 / 8 / 10 / 12 s (critical chance time) | |||
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Misc:
4.0x (headshot multiplier to bonus critical chance) |
Info
- Harrow expends
100 energy to break free of his shackles in a whirlwind of impenetrable energy, imbuing himself and allies inside his Affinity Range with complete Invulnerability to damage and Status Effects for
3 / 4 / 5 / 6 seconds. While invulnerable, any enemy damage prevented by all affected players during this time accumulates into a total pool.
- Affinity Range is not affected by
Ability Range but is affected by Fosfor and
Vazarin's
Mending Unity.
- Affinity Range is not affected by
- After the invulnerability phase, all affected players receive the Retaliation buff which provides an additive weapon Critical Chance bonus lasting for
6 / 8 / 10 / 12 seconds. Retaliation provides a
5% base critical chance, plus extra critical chance converted from total damage prevented at a rate of
1.50% per 100 damage points prevented. Additionally, the combined critical chance percentage is multiplied by 4 on headshot hits.
- Critical chance bonus is capped at 50% on bodyshot hits and 200% on headshot hits.
- The critical chance applied to the weapons is a flat value applied after mods.
- Example: A weapon with 10% base critical chance which has a Rank 5
Point Strike equipped and is affected by a capped Retaliation buff will have
10% × (1 +150%) + 200% = 225% critical chance on headshot.
- Example: A weapon with 10% base critical chance which has a Rank 5
- Protection and Retaliation buffs affect both players and their Companions.
- Covenant cannot be recast while its buffs are active.
- Multiple Harrows can cast Covenant independently of other players' active invulnerability and critical chance buffs.
- Casting animation of 3 seconds is affected by Casting Speed. Casting Covenant is a full-body animation that stops Harrow's movement and actions.
- During the invulnerability phase, the current total of damage prevented is displayed to the right of the aiming reticle, represented by a shield-like emblem.
- After the invulnerability phase, the critical chance bonus and its headshot multiplied percentage are briefly displayed at the same position, represented by a bullet-like emblem.
- An audible whispering sound plays when each buff's duration ends.
- Covenant's buff icons for invulnerability and critical chance are displayed beside the shield and health indicators, with the critical chance bonus percentage located at the top-right of the icon and buff timers at the bottom.
- Harrow and affected allies are visibly surrounded by a gust of energy while under Covenant's effects. This visual effect expands or contracts depending on the phases of the ability, and is affected by Harrow's chosen Warframe energy color.
Augment

- Main article: Lasting Covenant
Lasting Covenant is a Warframe Augment Mod for Harrow that increases
Covenant's critical chance buff duration each time an enemy is killed with a headshot.
Tips & Tricks
- It synergizes well with abilities that buff critical damage, such as
Electric Shield.
- Also pairs well with the
Dual Toxocyst since they are at their optimal power when you are getting headshots.
- Since the critical chance applied is additive, this ability can turn a
Nukor modded with
Primed Target Cracker (and possibly other critical damage mods such as a Riven) into a viable critical secondary.
- As Covenant's critical chance buff is capped, Harrow may opt to build on Ability Duration over Ability Strength, as not only does the increased invulnerability protect him longer, the damage he negates during the extended invulnerability phase can be enough for him to cap the aftermath Retaliation buff.
- Stacks with
Arcane Avenger, resulting in an additive +95% critical chance on bodyshot and +245% on headshot with both effects maxed.
- Casting this while attempting to revive a teammate makes for a reliable survival strategy, as the invulnerability phase will protect you from enemy fire.
- If the mission has Environmental Hazards, like the toxic waste in the Grineer Shipyard tileset, you can use them to stack extra damage negation during the invulnerability phase.
- Covenant synergizes well with a Kitgun equipped with
Pax Seeker, with its projectiles gain benefits for critical chance to headshot from this ability.
- However, headshot kills by Pax Seeker's projectiles won't trigger
Lasting Covenant augmentation.
- However, headshot kills by Pax Seeker's projectiles won't trigger
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Symphony of Mercy Cycle through three songs that strengthen allies. Power of The Seven increases Ability Strength. Deathbringer increases Weapon Damage. Spirit of Resilience increases Shield Effectiveness. Extend the duration of each song by killing enemies surrounded by Judgments. Introduced in Update 36.0 (2024-06-18) |
![]() ![]() 40 / 60 / 80 / 100 % Deathbringer weapon damage bonus 1 / 6 / 8 / 10 % Spirit of Resilience Shields recharge per second -10% Spirit of Resilience shield recharge delay reduction |
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Misc:
10m (pushback range) |
Info
- Jade expends
50 energy by holding down the ability button (default 2 ) to sing with triumphant praise. Enemies within 10 meters are pushed backwards while those within 5 meters are also
Staggered. Jade becomes Invulnerable for 1 second while blessing herself and allies with one of three holy hymns: Power of The Seven, Deathbringer, or Spirit of Resilience, as an aura spanning her Affinity Range for
15 / 20 / 25 / 30 seconds:
- Power of The Seven: Adds
10% / 15% / 20% / 25%
Ability Strength
Ability Strength increase is capped at 150%, achievable with 600%
Ability Strength.
- Light green colored icon on cycle wheel.
- Deathbringer: Adds
40% / 60% / 80% / 100% Damage to weapons.
- The damage bonus is additive to the damage increase from mods such as
Serration.
- Light beige colored icon on cycle wheel.
- The damage bonus is additive to the damage increase from mods such as
- Spirit of Resilience: Restores Shields by
4% / 6% / 8% / 10% per second, which can flow into Overshields, and reduces Shield Recharge Delay by
10%.
- Shield regen bonus stacks with native shield regeneration, and does not apply during the Shield Recharge Delay period.
- Shield Recharge Delay reduction is capped at -80%, achievable with 800%
Ability Strength.
- Sky blue colored icon on cycle wheel.
- Buffs are shown above Jade's ability icons as a custom UI element including a cycle-selection wheel, duration timer, hymn icons, names and effect descriptions.
- Buffs can be cycled before cast or while the ability is active at no energy cost by tapping the ability button.
- The active aura is indicated by a buff icon beside the hitpoints indicator, an audio cue on cycle selection, and the musical wavelength visual effect surrounding Jade.
- Power of The Seven: Adds
- Can be recast with hold-cast to refresh duration to full.
- Ability Synergy:
- Killing an enemy debuffed with Judgments from
Light's Judgment or
Glory on High extends Symphony of Mercy's duration by 2 seconds.
- The ability duration is capped at twice the modded full duration.
- Recasting while the remaining duration is greater than the ability's full duration (due to increases from killing enemies debuffed with Judgments) will lower the current duration to the modded full duration.
- Power of The Seven enhances Light's Judgment,
Ophanim Eyes, and Glory on High's
Ability Strength. Deathbringer enhances
Glory's damage.
- Killing an enemy debuffed with Judgments from
Tips & Tricks
- Each cycling of the buff aura by tapping the ability key counts as a fresh ability cast. this allows jade to take advantage of external ability strength buffs after casting without needing to spend any more energy. this does also mean, however, that the strength buff can be lost if the buff aura is cycled after the strength buff expires.




Trinity and allies in her Affinity Range gain Lifegiver, which increases their Health equal to 50% (25% in Conclave) of Trinity's total Energy pool.
- Lifegiver can be increased by energy pool Mods, such as
Flow,
Primed Flow, and
Archon Flow, as well as Azure Archon Shard.
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Blessing Restore the health and shields of allies within Affinity Range while reducing the damage they take from enemies. Introduced in Update 4 (2012-11-02) |
![]() 25% / 30% / 40% / 50% (damage reduction) |
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Misc:
50 m (affinity range) |
Info
- Trinity expends
100 energy to invokes potent restorative and defensive power from within for herself and all allies within Affinity Range, restoring
40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health and granting them
25% / 30% / 40% / 50% Damage Reduction for
? / ? / ? / 15 seconds.
- Cast time of 0.5 seconds is affected by Casting Speed.
- Affinity Range is affected by
Mending Unity and Fosfor flares.
- Affinity Range increase for Archwing and Landscape missions also apply to the range of Blessing.
- Range is not affected by
Ability Range.
- Damage reduction is capped at 75%, achievable with 150%
Ability Strength.
- Affected allies include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitration Defense Operatives, and Defense Objects.
- On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.
- Blessing is uninterruptable. Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted.
- After life support has completely drained in Survival, losing all shields will prevent Blessing from restoring them similar to No Shields Nightmare mode.
- Does not restore or create overshields.
- While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
- Can be recast while active.
- Blessing's damage reduction will not disappear while recasting the ability.
Augment

- Main article: Champion's Blessing
Champion's Blessing is a Warframe Augment Mod for Trinity's
Blessing that increases their own primary and secondary Critical Chance based on the total percentage health healed, up to a +350% bonus.
Tips & Tricks
- Blessing's damage reduction increases the effectiveness of her
Vampire Leech augment's overshields.
- Fosfor flares greatly increase affinity range and Blessing range by 200m. Try them in open world Landscapes.
Narrow Minded does not decrease the range of Blessing, but does impact Trinity's other abilities.
- 125% Ability Strength or higher allows Blessing to completely restore shields from 0% and reliably reset shield gate invulnerability.
Bugs
- Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
- Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from
Wisp's
Reservoirs
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Voracious Metastasis Consume Energy to heal yourself and grant matching Energy to each ally. Introduced in Update 30.5 (2021-07-06) |
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![]() 50 (energy restored, equal to cost) | |||
Subsumable to Helminth |
Info
- Expend
50 Energy to self-heal by
500 Health points over the course of
10 seconds. Allies within Affinity Range receive a total of
50 energy over the course of the same duration.
- Energy restored is negatively affected by increasing Ability Efficiency (or positively in case of reduced Efficiency via
Blind Rage).
- The extended affinity range in Railjack missions does not apply.
- Energy restored is negatively affected by increasing Ability Efficiency (or positively in case of reduced Efficiency via
- Total Health and energy restored are not affected by Ability Duration - Voracious Metastasis will restore the same total amount regardless of duration.
- If it restores 500 health and 50 energy with a duration of 10 seconds, it will restore 50 health and 5 energy per second. Reducing that duration to 5 seconds will restore 100 health and 10 energy per second.
- This means Voracious Metastasis will restore more health and energy per second with lower Ability Duration.
- When subsumed onto
Hildryn, the ability will still grant energy to allies equal to the amount of shields sacrificed.
- Subsuming this ability onto
Lavos will not allow him to grant energy to allies, as he cannot spend energy.
Tips & Tricks
- This ability is incredibly effective on Hildryn as she can quickly restore any spent shields via
Pillage, and assuming her Ability Efficiency is unmodified she generates up to 500 energy for her allies; for reference the highest base Energy Capacity on any Warframe is
Garuda Prime's 320, with
Flow bringing this up to 640.
- This ability synergizes well with
Garuda as she can sacrifice health for energy with
Bloodletting and then regain the health back by casting this ability, essentially providing unlimited energy to allies with no downtime.
- This is an alternative option to consider for
Saryn and
Regenerative Molt. Both have identical Energy Costs and sum total health restored, but while
Molt provides a decoy, debuff removal, and a brief speed boost, Voracious Metastasis can heal Saryn without using up a mod slot and provides some energy for Saryn's allies.
Blind Rage synergizes well with this ability, as the increased Ability Strength increases self-heal amount and the increased Energy cost also translates to increased Energy restore to allies.
The range limit is increased to 200m in Archwing missions and 250m in Landscapes (Plains of Eidolon, Orb Vallis, and Cambion Drift). The range limit is ignored entirely in Empyrean missions due to their sheer scale.
Level Requirements

To reach a given level from unranked, a Warframe or Sentinel needs 1000 × level2 Affinity in total. A weapon needs half that amount.
To reach the same level from the previous level, a Warframe or Sentinel needs 1000 × (2 × level − 1) Affinity. Again, a weapon needs half that amount.
Level | Warframe/ Sentinel |
Weapon | Level | Warframe/ Sentinel |
Weapon |
---|---|---|---|---|---|
1 | 1,000 | 500 | 21 | 441,000 | 220,500 |
2 | 4,000 | 2,000 | 22 | 484,000 | 242,000 |
3 | 9,000 | 4,500 | 23 | 529,000 | 264,500 |
4 | 16,000 | 8,000 | 24 | 576,000 | 288,000 |
5 | 25,000 | 12,500 | 25 | 625,000 | 312,500 |
6 | 36,000 | 18,000 | 26 | 676,000 | 338,000 |
7 | 49,000 | 24,500 | 27 | 729,000 | 364,500 |
8 | 64,000 | 32,000 | 28 | 784,000 | 392,000 |
9 | 81,000 | 40,500 | 29 | 841,000 | 420,500 |
10 | 100,000 | 50,000 | 30 | 900,000 | 450,000 |
11 | 121,000 | 60,500 | 31* | 961,000 | 480,500 |
12 | 144,000 | 72,000 | 32* | 1,024,000 | 512,000 |
13 | 169,000 | 84,500 | 33* | 1,089,000 | 544,500 |
14 | 196,000 | 98,000 | 34* | 1,156,000 | 578,000 |
15 | 225,000 | 112,500 | 35* | 1,225,000 | 612,500 |
16 | 256,000 | 128,000 | 36* | 1,296,000 | 648,000 |
17 | 289,000 | 144,500 | 37* | 1,369,000 | 684,500 |
18 | 324,000 | 162,000 | 38* | 1,444,000 | 722,000 |
19 | 361,000 | 180,500 | 39* | 1,521,000 | 760,500 |
20 | 400,000 | 200,000 | 40* | 1,600,000 | 800,000 |
*Only for Paracesis, Kuva Weapons, Tenet Weapons, and Necramechs. Note that this chart does not accurately reflect on the total cumulative Affinity needed to rank up past 30 as you have to Forma the equipment in order to increase the max rank.
The total cumulative Affinity to rank up equipment with the overleveling capability, including Forma cycles, is as follows:
Level | Necramech | Weapon |
---|---|---|
31 | 1,861,000 | 930,500 |
32 | 1,924,000 | 962,000 |
33 | 3,013,000 | 1,506,500 |
34 | 3,080,000 | 1,540,000 |
35 | 4,305,000 | 2,152,500 |
36 | 4,376,000 | 2,188,000 |
37 | 5,745,000 | 2,872,500 |
38 | 5,820,000 | 2,910,000 |
39 | 7,341,000 | 3,670,500 |
40 | 7,420,000 | 3,710,000 |
Enemy Affinity Scaling
- Main article: Enemy Level Scaling
When you kill an enemy, the Affinity gained is shown on screen underlined in blue. The formula enemy affintiy scales at is as follows:
Note that the base affinity multiplied by the Affinity Multiplier value is also rounded down to a whole number, e.g. 62.7 affinity will be rounded down to 62.

Because the square root is taken of the enemy's current level, the actual benefit of facing high-level enemies is minimal. For example, killing a level 100 Napalm would give 1213 Affinity, less than twice the Affinity you would get from a level 3 Napalm (623). Therefore, "farming" Affinity is easier when killing many low-mid level enemies instead of taking on high level enemies.
For further reading on this subject, consider the Affinity and Affinity Density chapters of the Enemy Level Scaling article.
Notes
- Fully ranked equipment still accumulates Affinity even though the mission end screen does not display it. The total Affinity can be seen from a player's profile page.
- The Affinity count in the profile page for specific equipment does not increase upon polarization, only when the amount of cumulative Affinity earned prior to the polarization is exceeded.[3]
- Until they were polarized 5 times they do not gain affinity when they are at their temporary max level (eg. 1 Forma level 32, 2 Forma level 34). This is only noticeable in the profile page.
- Enemies in the Simulacrum when killed do not reward Affinity.
- Mastery Rank Tests will not reward Affinity upon completion.
Farming Tips
- Do not bring max ranked weapons alongside the ones you intend to level up if are in a team as they will continue to leech Affinity.
- Mass crowd control abilities (e.g.
Equinox's
Mend & Maim,
Mirage's
Sleight of Hand,
Saryn's
Spores, or
Volt's
Discharge) generate a lot of affinity for teammates.
Locations
These are based on opinions and may not be 100% true. These should be viewed as advice for farming Affinity until better facts are proven.
- Star Chart Missions
Target | Planet | Name | Type | Level | Tile Set |
---|---|---|---|---|---|
Sedna | Hydron | Defense | 30 - 40 | Grineer Galleon | |
Saturn | Helene | Defense | 21 - 26 | Grineer Galleon | |
Pluto | Oceanum | Spy | 32 - 36 | Corpus Ship | |
Sedna | Adaro | Exterminate | 32 - 36 | Grineer Asteroid | |
Uranus | Brutus | Ascension | 45 - 50 | Stalker's Lair | |
Veil Proxima | R-9 Cloud | Skirmish | 80 - 90 | Free Space |
- Hydron is a common spot for general Affinity farming, with Helene being a more accessible alternative, albeit netting less Affinity overall due to the lower level of enemies.
- Oceanum can be stealthily speed ran by more advanced players, hacking all three data vaults without being detected to farm for Affinity for a particular weapon.
- Adaro can award an extreme amount of affinity when utilizing Stealth Kill Affinity Bonus from stealth Warframes (
Ash's
Smoke Screen,
Ivara's
Prowl,
Loki's
Invisibility, or
Octavia's
Metronome), Warframes that can force enemies to sleep (
Baruuk's
Lull,
Equinox's or Helminth subsumed
Rest & Rage, or Ivara's
Quiver), or silenced weapons (
Banshee's or Helminth subsumed
Silence and a weapon modded with
Hush,
Suppress, or
Silent Battery if not innately silenced).
- R-9 Cloud is the highest leveled Empyrean mission. It also allows bringing Archwings, Archguns, Archmelee, and Necramechs.
- Archwing Missions
Target | Planet | Name | Type | Level | Tile Set |
---|---|---|---|---|---|
Neptune | Salacia | Mobile Defense | 27 - 32 | Corpus Ship (Archwing) |
- Salacia is arguably the best location for leveling up Archwings, Archguns, and Archmelees outside of Empyrean missions.
- Other Locations
- Dark Sector missions are scattered throughout the Star Chart. These provide bonus Affinity gain to specific weapon classes.
- Eximus enemies give a large amount of Affinity and are abundant in Sortie Eximus Strongholds.
- Sanctuary Onslaught and Elite Sanctuary Onslaught are the best locations for Affinity farming, spawning a high volume of enemies in a short amount of time. Note that the elite version restricts access to only max ranked Warframes or a Mastery Rank 30 player whose Warframe has been polarized once.
- Gear is restricted in Sanctuary Onslaught, preventing the use of Archgun Deployers.
- Endless Void Fissure missions provide Affinity gain bonuses for the duration of the mission after opening a certain number of Void Relics, up to a maximum of 2x Affinity gain at 16 relics opened.
References
- ↑ "Proportionate Shared Xp" Developer Workshop post
- ↑ "Killing enemies with Operator abilities (Void Blast, Void Dash) will now grant the kill Affinity to the equipped Amp when possible." - Plains of Eidolon Remaster: Update 24.6.0 patch notes
- ↑ Profile Affinity Resets with Forma
See Also
Patch History
Update 38.0 (2024-12-13)
- Increased Affinity earned from Affinity Orbs from 100 to 1000.
Update 34.0 (2023-10-18)
- Removal of Flawed Mods from Vor’s Prize
Adjusting for Increased Mod Drain As Flawed Mods are being removed, we want to ensure that new players can still create their early builds and equip Mods onto their equipment. Since normal Mods have a higher drain than their Flawed variants, we’re approaching this problem in two ways:
Firstly, we’ve added 90k Bonus Affinity to the completion of the Vor’s Prize Quest, split up across the 6 missions. Each mission earns new players an additional 15k Affinity upon first completion only.
NOTE: With the extra Affinity earned throughout Vor’s Prize, we have removed the ability for players to attempt Mastery Rank tests until they have completed this Quest.
- Top Fixes:
- Fixed being able to gain Affinity from Ember's Inferno when no enemies are within range. Affinity on Ability cast is tied to Energy cost, and since Inferno has a free-cast trait this slipped by!
- General Fixes:
- Fixed Affinity showing as “Expired” in the end of mission screen when loading back into the Orbiter after completing a mission with a Quest active.
Update 33.0 (2023-04-26)
- In addition to the 50% of Affinity gained being granted to Warframe, the remaining 50% while using the Parazon is now distributed to the weapon you had equipped before the Parazon Mercy kill started.
Update 32.3 (2023-02-15)
- The other 50% of the Affinity gained from Parazon Mercy Kill will now go to the weapon you had equipped before the Parazon Mercy Kill started.
- Prior to this change, only 50% of the Affinity gained benefitted the Warframe while the other 50% was not assigned to anything else. Now 100% of the Affinity is distributed, 50% to the Warframe and 50% to the weapon you had equipped before the Mercy Kill.
Update 31.0 (2021-12-15)
- Companions will now receive 100% of the Affinity from kills you make. This matches shared Affinity functionality (you receive 100%, Companion receives 100%).
Hotfix 30.9.3 (2021-11-12)
- Fixed a script error related to Operators gaining Affinity.
Hotfix 30.3.5 (2021-06-10)
- Fixed earned Affinity on a Warframe/Weapon not updating their rank when returning to Relay/Dojo. As reported here: https://www.reddit.com/r/Warframe/comments/n8kerz/why_is_umbral_intensify_not_working/
Update 29.5 (2020-11-19)
- FREE ROAM SHARED AFFINITY CHANGE
We’ve increased the Shared Affinity Range in Free Roam missions from 50 meters to 250 meters! When implementing the change to make Necramech’s level up to 40, it prompted the conversation of Necramech leveling and its restriction to Free Roam missions. With the addition of Bonewidow, it felt appropriate to dial the Shared Affinity Range up for these much larger tilesets. While it’s always ideal to stick together, we hope the 250 meter range allows you to both level up your Necramech faster and venture a bit farther in the landscape.
Update 28.0 (2020-06-11)
- The Rank Up FX for Warframes, Weapons, and Companions has been given a refresh! This FX also now applies your chosen Energy color instead of the default.
Update 24.6 (2019-04-04)
- Killing enemies with Operator abilities (Void Blast, Void Dash) will now grant the kill Affinity to the equipped Amp when possible.
Update 19.0 (2016-11-11)
- Radial Shared Affinity no longer includes a stealth multiplier (if active).
Update 15.14 (2015-02-12)
- Players will now gain Affinity for enemies killed by nearby NPC Syndicate Allies.
Update 12.6 (2014-03-26)
- XP gained through Affinity Orbs and Challenge XP will now work the same way as XP shared from teammate kills:
- 25% to Frame
- 25% to Primary Weapon
- 25% to Secondary Weapon
- 25% to Melee weapon
An additional copy of this XP will also be split between your equipped Sentinel and Sentinel Weapon
Note: this does not change regular XP earned from kills
Update 11.3 (2013-12-12)
- Changes to Sentinel XP distribution
Based on reports and experiences with slow-ranking Sentinels, we have changed the way Experience is distributed amongst your feisty friends.
- Previously:
- Sentinel kills would split experience between your Sentinel’s weapon and your Warframe, so your Sentinel itself would miss out on experience.
- Weapon kills would split evenly between your Warframe and your Weapon (50% each), then a 42% bonus chunk of experience would be given to the Sentinel and its weapon (21% each). Note that the total XP earned was 142% of what you saw on the screen – now it will be 200%.
- Now:
- Regular weapon kills divide experience evenly between your weapon and your Warframe (50% each).
- Kills using a Warframe ability give all the experience to the Warframe (as before).
- Sentinel weapon kills divide experience evenly between your Sentinel and its weapon (50% each).
- Kills using a precept give all the experience to your Sentinel (as before).
- Experience from other players (shared experience) is split evenly amongst your gear as follows: a quarter goes to your Warframe and a quarter goes to each of your weapons (25% each). If you have a sentinel equipped, a 100% bonus chunk of experience is split evenly between your Sentinel and its weapon (50% each).