- For the boss in Kullervo's Hold, see Kullervo (Boss).
Release Date: June 21st, 2023
Sentenced to suffer eternally for rebellion against Orokin reign, his salvation spirals forth as the fabled kingdom returns. Imprisoned high above perilous skies, since exiled in an infinite dungeon, escape its labyrinth and exact righteous vengeance as the Crimson Renegade, Kullervo. Clad in hollowed steel of malleable memory, battle-scarred with gashes deep, where the torturous blades still dwell. Punish the foolish, rain down his agony, and flaunt the despised daggers in bittersweet betrayal.
Kullervo served his sentence and was released from his prison in Update 33.5 (2023-06-21).
Acquisition
Kullervo's main and component blueprints are purchased from Acrithis for
Kullervo's Bane; the main blueprint requires 15 Banes, while the parts require 9, to a total of 42 Kullervo's Banes.
Banes are obtained from defeating the Kullervo Boss and completion of the Spiral (defeating the Orowyrm) in Duviri. He will appear on the island Kullervo's Hold, which only spawns during Anger, Sorrow, and Fear Spirals from The Duviri Experience. It can appear as a fourth, fifth, or sixth spiral stage or a side objective; speak with The Warden to engage in gladiatorial combat with the imprisoned Kullervo in the waterlogged arena. Once both tasks have been cleared, the player will earn 4, 5, or 6 Kullervo's Bane (6, 7, or 8 on The Steel Path).
It is recommended to run The Duviri Experience when specifically aiming at acquiring Kullervo's Bane as, even when he is not a main objective in that mode, he will be available as a side objective as long as Kullervo's Hold is present in the current mood spiral.
Crafting
Manufacturing Requirements | |||||
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![]() 10 |
Time: 3 Day(s) |
Rush: ![]() | |||||
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Kullervo Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 50 |
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![]() 100 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Kullervo Chassis Blueprint | |||||
![]() 15,000 |
![]() 125 |
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![]() 75 |
![]() 100 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Kullervo Systems Blueprint | |||||
![]() 15,000 |
![]() 100 |
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![]() 360 |
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Time: 12 Hour(s) |
Rush: ![]() |
Lore
Kullervo killed an Orokin in an attempt of gaining the favor and admiration of an Executor. However, this earned him his first crime: Murder. During The Old War, the Orokin began to destroy other Warframes. However, Kullervo did nothing to aid them, and thus earned his second crime: Cowardice. The Executors then sent a squad of Dax to detain Kullervo, but during the scuffle, he accidentally killed Archimedean Ainikki, his 'mother'. By fleeing and slaying the Dax, Kullervo earned his third crime: Flight from Custody.
Then Tenno would then return from the Zariman. Immediately after, Kullervo would begin attacking various sensitive Orokin locations, such as their labs, homes, and places of government. The purpose: To distract and buy time for some unknown plot. As consequence, Kullervo was given the crime of Treason. The next generation of Warframes was then created. Kullervo spared no time and began whispering dark thoughts into their minds, earning him his fifth crime: Espionage.
After the conclusion of the Old War, during the Night of the Naga Drums, Kullervo's planning had borne fruit. The Tenno attacked, and the Orokin Empire began to fall. Even though Kullervo was not entirely responsible, he earned his second count of Treason. As the Empire fell around the Origin System, Kullervo found the one Executor he abhorred the most; one of the Orokin Seven. He would attempt to execute this Executor, but ultimately failed. With this, Kullervo earned his ultimate crime: Attempted Regicide, and finally, Kullervo received his imprisonment and his punishment.
According to Acrithis, Kullervo arrived in Duviri in a ball of fire which then formed the island Kullervo's Hold. There he is kept imprisoned by The Warden in seven cells to represent each of his crimes (with last one Attempted Regicide notably caved-in). The Warden refers himself as Kullervo's guilt and the form and voice of his greatest persecutor, implying to be a Conceptual Embodiment of Ballas, the Orokin Executor that charged Kullervo with his seven crimes and the survivor of his Attempted Regicide, formed from Kullervo's guilty conscience.
When exploring Kullervo's Hold, the children of Duviri that the Drifter encounters will sing of Kullervo's deeds in poetic rhymes, beginning with "Kullervo, Kullervo...". A lone girl hidden in a nearby cave tunnel cradles Vaenn, Kullervo's signature heavy blade to hide it from The Warden.
Notes
- When Kullervo wields his signature
Rauta, his equipped melee weapon gains 7 seconds of Melee Combo duration.
- Kullervo has unique interactions due to his lack of shields:
- The shield reduction from the Decaying Dragon Key has no effect, allowing Kullervo to carry it without issue.
- The No Shields Nightmare Mode condition has no effect.
- Cryogenic Leakage has no effect on his nonexistent shields. His friction is still affected however.
- The increased shield damage from
Magnetic has no effect. Energy drain and HUD disruption still occurs however.
Rage and
Hunter Adrenaline will always give energy when damage is taken.
- Energy will not be granted when damaged through Overguard via
Recompense, however.
- Energy will not be granted when damaged through Overguard via
- The Hijack objective will drain his health instead in order to move.
- He cannot receive overshields, or gain shields from allied Shield Ospreys, Orokin Drones,
Hildryn's
Haven, or
Protea's
Grenade Fan.
- His lack of shields prevents him from receiving shield gating.
- However, Overguard provides its own form of gating, granting 0.5 seconds of invulnerability upon depletion.
- The numerous daggers stuck to Kullervo's body are an Appearance Auxiliary Attachment named Baneful Blades.
Trivia
- Kullervo is the 53rd unique Warframe to be released.
- He was originally slated for release after
Voruna, but was later pushed back to focus developer efforts on Duviri itself, then became next in line after
Citrine.[citation needed]
- He was originally slated for release after
- Kullervo debuted in Devstream 170 showcasing his concept art by Keith Thompson, work-in-progress sculpts, in-game model, and signature weapon. In Devstream 171, [DE]Rebecca showcased the prison fight against Kullervo as the Drifter on the dungeon island arena.
- The name Kullervo (kulːerʋo) is based on the character from the Finnish national epic, Kalevala, which follows the tale of an ill-fated character who experiences tragedies throughout his life. In the epic, Kullervo's knife came from his family before he became a slave.
- His name was suggested by DE's community coordinator Helen Heikkilä, who is of Finnish descent and studied the Kalevala growing up.
- This is also the source for the name of his fourth move. Ukko, being a god of lightning and thunder also explaining the thunder sound effect when this ability is used.
- The poetic rhymes of the children around Kullervo's Hold tell a story very similar to the Finnish national epic, in which it is implied that Kullervo was the biological son of Archimedean Ainikki, taken away from her to become a warrior and committing suicide after finding out about his origin and her death.
- Kullervo's default helmet resembles the headpiece of the mad king Dominus Thrax, while his hollow-esque bodily appearance matches the Thrax Dax. The numerous daggers embedded into his chest and back invoke the imagery of a similar fate as the Drifter in The Duviri Paradox with their repeated "death by impalement".
- This implies a transformation during his imprisonment in Duviri.
- When you fight him as a boss in Kullervo's Hold, he wears his alternative helmet.
- Before the release of Kullervo, the 53rd Warframe, Arsenal Loadout slots were capped at 52 slots total. Developers intend to continue to extend the slot limit by one more slot for every new Warframe onward, starting with Kullervo.[1]
- In the first two weeks after Update 33.5 (2023-06-21) launched (June 21st, 2023 @ 12 PM ET until July 5th, 2023 @ 12 PM ET), entering Duviri via the Star Chart banner and Dormizone door presented all players with an event mission called Kullervo's Hold, which was based on The Lone Story's Spiral-focused gameplay and always included the dungeon island in Duviri, allowing players to obtain
Kullervo's Bane regardless of the current Mood Spiral. This limited-time access required 5
Pathos Clamps.
- Kullervo is the third Health-based Warframe after
Inaros and
Nidus who lack Shields.
References
- ↑ Ford, Rebecca (2023, May 29). when Kullervo launches in June, you will be able to buy an additional loadout slot to bring the total to 53! we intend to keep this trend of +1 slot with each new frame for as long as it scales.. Twitter. Accessed 2023-05-30. Archived from the original on 2023-06-21.
Passive
All melee weapons equipped by Kullervo gain +75% Heavy Attack Efficiency and +100% Heavy Attack Wind Up Speed, in addition to a stylized Melee Combo Counter permanently displayed above his ability icons.
Kullervo's melee combo counter is passively increased by the following abilities:
Recompense successful hits on enemies add 1 melee combo per dagger, excluding missed daggers striking Kullervo himself.
- Melee weapon attacks and ability dagger hits spread by
Collective Curse add 1 melee combo per hit.
Storm of Ukko's direct damage adds 1 melee combo per tick.
Melee combo count, gain, and reduction are affected by various equipped melee Mods. It is not reduced or removed by entering an ability nullification zone or by Kullervo falling out of bounds.
If Kullervo does not have a melee weapon equipped, he will not be able to build melee combo and his unique counter UI will simply display a 1x multiplier.
Unlike most Warframes, when Kullervo ranks up he receives a special set of rank bonuses which are indicated at the middle-left of the Warframe Upgrade screen:
- +20 Health every three ranks, starting at rank 1.
- +10 Armor every three ranks, starting at rank 2.
- +5 Energy Capacity every three ranks, starting at rank 3.
At rank 30, this results in a total of:
- +200 Health
- +100 Armor
- +50 Energy Capacity
Abilities
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Wrathful Advance (TAP) Kullervo charges a Heavy Attack, then teleports to his target and strikes. His rage-filled focus temporarily increases his Melee Critical Chance. (HOLD) Teleport to any marked location. Introduced in Update 33.5 (2023-06-21) |
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Misc:
1 s Cooldown | |||
Subsumable to Helminth |
Info
- Kullervo expends
25 Energy to focus his vengeful wrath onto an enemy target on the reticle within a distance of
20 / 22 / 23 / 25 meters. Once cast, he swaps his current weapon to his equipped melee weapon and charges a Heavy Attack, becoming Invulnerable during its Wind Up time, then teleports to the target and strikes them simultaneously. The teleport heavy attack and subsequent melee attacks gain a
+50% / +100% / +150% / +200% final Critical Chance bonus lasting for
7 / 8 / 9 / 10 seconds. After teleporting, Kullervo also refreshes his Maneuvers limited usage if previously performed already, such as Aim Glide, Double Jump, and Bullet Jump.
- Has a 1 second cooldown after use.
- Melee critical chance bonus begins countdown immediately on cast, before the heavy attack wind up.
- The final critical chance applied to melee weapons is a flat value applied after mods (e.g. a melee weapon with 25% critical chance becomes 225% when a rank 3 Wrathful Advance is active).
- If Kullervo does not have a melee weapon equipped, he will simply teleport to the target.
- If the target dies before Kullervo finishes his heavy attack wind up, the teleport is aborted and he remains at his current position.
- Invulnerability does not cleanse Status Effects.
- Hold down the ability button (default 1 ) to center a teleport marker toward the location on the aiming reticle, then release the button to cast Wrathful Advance and teleport Kullervo for the modded distance. After hold-cast, melee critical chance buff becomes active for the modded duration and refreshes his maneuvers.
- Hold down and release the button while the teleport marker is on an enemy to lock onto the target and perform a heavy attack teleport.
- The teleport marker snaps to the nearest enemy on the reticle and plays a distinct sound to indicate its lock-on.
- Teleport marker reaches up to the ability's modded distance and can be placed in any direction including toward the skybox to teleport Kullervo upward.
- Kullervo does not become briefly invulnerable if teleporting by hold-cast.
- Hold down and release the button while the teleport marker is on an enemy to lock onto the target and perform a heavy attack teleport.
- Ability Synergy:
- Kullervo's Passive increases Heavy Attack Efficiency by 75% and Heavy Attack Wind Up speed by 100% to amplify Wrathful Advance's heavy attack.
Recompense,
Collective Curse, and
Storm of Ukko increase the Melee Combo Counter to amplify Wrathful Advance's heavy attack.
- Wrathful Advance's heavy attack damage spreads through enemies under Collective Curse when striking a cursed target.
- When
Wrath of Ukko is equipped, Wrathful Advance will reposition an active Storm of Ukko to the teleport location while also adding extra duration to the ability.
- Can be recast to refresh active melee critical chance buff duration to full.
- Wrathful Advance's melee critical bonus is dispelled by Kullervo entering an ability nullification zone or by falling out of bounds.
- Kullervo can only teleport up to the border of a Nullifier Crewman's bubble. Hold-cast teleport marker is also obstructed by the bubble.
- While active, whenever Kullervo performs a melee heavy attack on most melee weapon types, an aggressive growl can be heard on each swing.
- Subsuming Kullervo to the Helminth will offer Wrathful Advance and its augments to be used by other Warframes.
- However, Subsumed Wrathful Advance's range is reduced to
10 / 11 / 11.5 / 12.5 meters and melee critical chance bonus reduced to
25% / 50% / 75% / 100%
- (only the targeting, the hold to teleport range is unchanged)
- The bonus critical chance also applies to Exalted Weapons and pseudo-exalted abilities such as
Landslide,
Slash Dash,
Shattered Lash and
Whipclaw.
- However, Subsumed Wrathful Advance's range is reduced to
Bugs
- After teleporting with tap-cast, the last held gun always defaults to the primary weapon, despite previously holding secondary.
- Can sometimes teleport into geometry near the target, becoming stuck inside terrain.
- Hold-cast teleport marker is often blocked by Kullervo and his shoulder attachments.
- Melee critical bonus buff icon and timer do not disappear from the UI upon dispel.
- Some weapons' heavy attack animations can cause them to miss, such as with Edun.
- Subsumed Wrathful Advance's range is not reduced, and has the same range as on Kullervo.
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Recompense Kullervo surrounds himself with daggers. Each dagger that strikes an enemy restores his health, but each dagger that misses an enemy strikes Kullervo, dealing a bit of damage. When Kullervo has max Health, he receives Overguard from struck enemies. Introduced in Update 33.5 (2023-06-21) |
![]() ![]() + 250 / ? / ? / 350 HP or Overguard per dagger hit - 20 / 25 / 30 / 35 Overguard or HP drained per missed dagger 10,000 max Overguard |
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Misc:
10 daggers |
Info
- Kullervo expends
50 Energy to unsheathe 10 daggers that quickly expand into a horizontal orbit spanning
5 / 6 / 7 / 8 meters and surround him for 5 seconds. On cast, Kullervo also becomes Invulnerable for 1 second. When enemies enter the orbit, the daggers home in to stab them, with each individual enemy stabbed by a maximum of 3 daggers; each dagger inflicts
200 / 300 / 400 / 500
Slash damage, with guaranteed
Slash and
Stagger status effects to its target, then heals Kullervo by
250 / ? / ? / 350 Health points or grants him equal Overguard points if already at full health, capped to a maximum of
10,000 Overguard.
- Health and Overguard points are gained the moment each dagger strikes an enemy.
- Daggers do not require direct line of sight and will bypass terrain and obstacles in the environment to strike their targets.
- Daggers that strike enemies are removed from orbit, while daggers without targets will gradually turn and sheathe back into Kullervo when Recompense expires, with each dagger damaging him by
20 / 25 / 30 / 35 Overguard points or health points if Overguard is absent. Kullervo cannot be killed by his daggers and remains alive at a minimum health threshold of 3 points.
- Each direct dagger strike against enemies increases Kullervo's Melee Combo Counter by 1 hit.
- Combo gain is increased by Combo Count Chance effects such as
Quickening,
True Punishment,
Exodia Triumph, and Naramon's
Opening Slam.
- An ascending suspenseful audio cue plays as the daggers turn and fly back to Kullervo.
- Combo gain is increased by Combo Count Chance effects such as
- Ability Synergy:
- Overguard from Recompense is protected by
Wrathful Advance's Invulnerability during wind up.
- Recompense's dagger damage spreads through enemies under
Collective Curse when striking a cursed target.
- Does not count as extra hits to Kullervo's melee combo counter, nor grant extra health or Overguard.
- Overguard from Recompense is protected by
- Cannot be recast while active.
- Casting Recompense is an upper-body animation that allows movement and Maneuvers while restricting other actions.
- Recompense is dispelled by Kullervo entering an ability nullification zone, which immediately turn his remaining daggers around and sheathe into him inflicting no damage. If Kullervo falls out of bounds, the remaining daggers will inflict damage upon him.
- Kullervo's earned Overguard cannot be dispelled and lasts until drained by enemy or self damage.
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Collective Curse Kullervo sends forth a curse that binds enemies. When a cursed enemy takes damage from him, every other cursed enemy also suffers a portion of that damage. Introduced in Update 33.5 (2023-06-21) |
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Misc:
65° cone angle |
Info
- Kullervo expends
75 Energy to cast forth a misty wave in a 65 degrees cone that spreads across a distance of
20 / 22 / 23 / 25 meters. Enemies caught in the mist receive a
Stagger and
Knockback effect, becoming shackled and linked to each other by cursed chains lasting for
10 / 15 / 20 / 25 seconds. Any weapon or ability damage inflicted by Kullervo himself to a cursed enemy is spread to other cursed enemies at
20% / 30% / 40% / 50% of the initial damage instance.
- Damage redirection is capped at 100%, achievable with 200% Ability Strength.
- Damage spread deals
True Damage or Shield Drain Damage depending on whether the initial target's health or shields were damaged.
- Damage spread by Collective Curse ignores armor, but is still affected by units with innate Damage Reduction.
- Damage spread by damaging the initial target's shields will only damage shields on linked enemies; Damage spread by damaging the initial target's health will only damage health on linked enemies.
- Damage done to Overguard is not spread.
- Special Finisher attacks, such as stealth finisher and Parazon Mercy fatal damage are spread to other cursed enemies.
- Status Effects and other ability effects are not spread by Collective Curse.
- A constant chains clanking sound is audible based on proximity to cursed enemies.
- Ability Synergy:
- Each melee attack,
Recompense dagger hit against enemies, and
Storm of Ukko hit increase Kullervo's Melee Combo Counter by 1 hit per cursed enemy.
- Damage from
Wrathful Advance, Recompense, and Storm of Ukko spread to other cursed enemies when striking an enemy under Collective Curse.
- Each melee attack,
- Can be recast while active to curse a new group of enemies and refresh duration to full on cursed enemies. Only the enemies cursed by the same instance spread damage to each other.
- Casting Collective Curse is an upper-body animation that allows movement and Maneuvers while restricting other actions.
- Collective Curse is not dispelled by Kullervo entering an ability nullification zone or falling out of bounds. Each individual enemy must enter a null zone to dispel their curse. While standing inside a null zone, Kullervo may still spread damage to cursed enemies by attacking a cursed target.
Tips & Tricks
- Striking multiple enemies through Punch Through or area of effect weapons will spread its damage across all cursed enemies. For example, an attack dealing 100 damage upon striking 5 cursed enemies at maximum damage redirection will deal 500 damage to each enemy.
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Storm of Ukko The Void answers Kullervo’s invocation with a storm of daggers that rain down upon his enemies. Introduced in Update 33.5 (2023-06-21) |
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Misc:
1 storm limit |
Info
- Kullervo expends
100 Energy to unsheathe his daggers and sends them skyward to invoke a Void storm at the casting location, spanning a radius of
7 / 8 / 9 / 10 meters and lasting for
10 / 12 / 13 / 15 seconds. Kullervo can only summon 1 storm at a time, with a new cast dissipating the previous active storm.
- Deadly knives fall from above in a constant downpour, stabbing all enemies within the storm to inflict
1,000 / 1,500 / 2,000 / 2,500
Slash damage per second, divided between 2 damage ticks with each tick dealt every half-second; each damage tick also inflicts guaranteed
Slash status and a ?% chance to large
Stagger the enemy causing them to stumble with a longer recovery animation.
- Each knife hit increases Kullervo's Melee Combo Counter by 1 hit.
- Combo gain is increased by Combo Count Chance effects such as
Quickening,
True Punishment,
Exodia Triumph, and Naramon's
Opening Slam.
- Combo gain is increased by Combo Count Chance effects such as
- Storm of Ukko is a spherical area-of-effect despite its ring-like aura visual effect, which enables the ability to strike enemies above and below the ring.
- The falling knives require direct line of sight between Storm of Ukko's center and enemies inside the storm to strike.
- Each knife hit increases Kullervo's Melee Combo Counter by 1 hit.
- Can be recast while active, but doing so will dispel the previous instance and replace it with the new one.
- Casting Storm of Ukko is a full-body animation that interrupts grounded movement and other actions.
- Ability Synergy:
- Builds Melee Combo to amplify
Wrathful Advance's melee Heavy Attack.
- Storm of Ukko's direct damage and
Slash status damage spread to other cursed enemies when striking an enemy under
Collective Curse.
- Builds Melee Combo to amplify
- Storm of Ukko is dispelled by Kullervo falling out of bounds, but not when he enters an ability nullification zone. The storm is dispelled when its center touches a null zone.
Augment

- Main article: Wrath of Ukko
Wrath of Ukko is a Warframe Augment Mod for Kullervo that allows
Wrathful Advance to reposition an active
Storm of Ukko to the teleport location while also adding extra duration to the ability.
Bugs
- When the storm itself is dispelled by a Nullifier Crewman's bubble, occasionally Kullervo's next casts of Storm of Ukko are immediately dispelled no matter where he casts them. Workaround for this bug is killing that specific Nullifier Crewman who dispelled the ability.
Strength Mods | Duration Mods | Range Mods |
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Patch History
Hotfix 36.0.8 (2024-07-25)
- Fixed an issue where Kullervo’s Wrathful Advance could collide with and get stuck on Guardian Shell.
Hotfix 36.0.1 (2024-06-19)
- Fixed a script error in Kullervo’s Storm of Ukko ability.
Hotfix 35.5.9 (2024-05-01)
- Fixed becoming permanently invulnerable as Kullervo after casting Recompense and Wrathful Advance while summoning Archgun.
Hotfix 35.5.6 (2024-04-10)
- Fixed loss of function after casting Kullervo’s Wrathful Advance while dual wielding a Secondary Weapon with a Glaive Melee.
Hotfix 35.5.2 (2024-03-28)
- Fixed extreme camera shake when using Kullervo’s Wrathful Advance ability.
Hotfix 35.5.1 (2024-03-27)
- Fixed a script error caused by Kullervo’s Wrathful Advance.
Update 35.5 (2024-03-27)
- NEW WARFRAME AUGMENT MODS
11 new Warframe Augment Mods are available from Syndicate Offerings!
Stats below are shown at Max Rank.
Wrath of Ukko (Kullervo - Storm of Ukko)
Wrathful Advance moves the storm of daggers to the teleportation location and increases its duration by 6s.
Available in the New Loka and Steel Meridian offerings.
- GENERAL CHANGES
- Kullervo’s Wrathful Advance teleport visualization will now not appear if teleportation is blocked or not possible (obstacles in the path, gaps, etc.).
- TOP FIXES
- Fixed Kullervo’s Wrathful Advance missing SFX on Heavy Attacks.
- Fixed Kullervo’s Wrathful Advance path being blocked after swapping to and from Operator.
- Fixed Kullervo missing his Skin selection button in the Arsenal.
- Fixed Kullervo’s cyst being hidden in his neck. Now they should be fully visible and ready for lancing!
- Fixed Kullervo’s Wrathful Advance causing sudden camera movement when using the Syam.
Update 35.1 (2024-02-20)
- Fixed Kullervo’s Wrathful Advance ability not activating Tennokai.
- Fixed Kullervo’s Wrathful Advance missing its special sound effect when performing a Heavy Attack, as reported here: https://forums.warframe.com/topic/1381691-kullervos-wrathful-advance-no-longer-growls-on-heavy-attacks/
Update 35.0 (2023-12-13)
- Fixed loss of functionality caused by using Kullervo’s Wrathful Advance with an Archgun equipped.
- Fixed becoming invulnerable and gaining use of your Primary and Secondary weapons when rolling immediately after Kullervo’s Wrathful Advance.
- Fixed Auto Melee persisting if the first melee of a mission is a Warframe ability (Kullervo’s Wrathful Advance, etc.)
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases. Here are a few outliers before we get into the nitty-gritty of it:
- Kullervo all have buffs to their Armor values as a result of this change.
Warframe Stat Changes:
KULLERVO
Health: Base Rank - 1005 (from 325) / Max Rank - 1205 (from 975)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 550 (from 325) / Max Rank - 650 (from 650)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
- Top Fixes:
- Fixed Kullervo being unable to move as well as getting permanently stuck in walls after using Wrathful Advance’s teleport mode (hold cast).
- General Fixes:
- Fixed several offset issues with the TennoCon 2022 Armor Set when equipped on Kullervo.
Hotfix 33.6.4 (2023-08-15)
- Fixed melee weapons with projectiles launched from heavy attacks (Glaives, Gunblades, Edun, Argo & Vel, etc.) causing Kullervo’s Wrathful Advance to potentially miss its target.
- Fixed dual wielding Glaive and Pistol causing loss of function after casting Kullervo’s Wrathful Advance.
- Fixed several offset issues with leg attachments equipped on Kullervo.
Hotfix 33.6.1 (2023-07-31)
Missed Notes:
- With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged.
Update 33.6 (2023-07-27)
- Kullervo will now turn to face the direction of the reticle when casting Collective Curse while stationary.
- Adjusted Kullervo’s Wrathful Advance teleport to accommodate for his melee attack movement, meaning players are less likely to slide right past enemies.
- Fixed Kullervo’s Wrathful Advance ability always equipping your Primary weapon after casting, even if your Secondary weapon was equipped prior to the cast.
- Fixed Kullervo’s Wrathful Advance dealing inconsistent damage when used with Gunblades.
- More fixes towards Recompense putting Kullervo into bleed-out if Ability Strength is high enough.
- Fixed Vulpaphyla Larvae being able to block Kullervo’s Wrathful Advance.
- Fixed being able to exit the map using Kullervo’s Wrathful Advance.
- Fixed the Iridos, Ki'Teer and Maggor Chest Pieces not laying flat on Kullervo’s chest.
- Fixed offset issues for several Syandanas when equipped on Kullervo.
- Fixed a crash caused by Sister of Parvos-spawned Kullervo Specter using Wrathful Advance.
- Fixed a performance issue that could be caused by an interaction between Kullervo's Collective Curse and Sentient faction damage resistances.
Hotfix 33.5.5 (2023-07-06)
The following changes have been made to address top player feedback regarding Kullervo’s survivability. We are still collecting feedback for potential future changes.
- Increased Kullervo’s base Overguard cap from 5,000 to 10,000.
- Added Ability Strength scaling to Kullervo’s Overguard cap.
- Increased Kullervo’s Recompense base self-heal from 125 to 250 at rank 0 and 200 to 350 at max rank.
- Increased Kullervo’s base Health from 225 to 325.
- Added a brief invulnerability window to Recompense’s cast.
- Fixed Kullervo’s Storm of Ukko ability triggering SFX from Nova’s Molecular Prime ability.
- Fixed Archwing not having any Shields if using Kullervo.
As mentioned on Devstream #172, the following Kullervo change requires code and will be coming in the next update. Learn more about update terminology here.
- Adding a 0.5 second Invulnerability window to Kullervo once Overguard is depleted.
Hotfix 33.5.4 (2023-06-28)
- Fixed Kullervo’s Recompense being able to put him in bleed-out if Ability Strength is high.
- Other Warframes with a Health cost mechanic, such as Garuda and Inaros, prevent their self-damage from going beyond 2 Health. Kullervo’s Recompense now also has this preventative measure.
- Fixed a script error caused by Kullervo’s Recompense.
Hotfix 33.5.2 (2023-06-21)
- Fixed being able to select the “+150 Shield Capacity” Azure Archon Shard upgrade for Kullervo (he does not have Shields to benefit from this).
- Fixed script errors with Kullervo’s Collective Curse and Wrathful Advance abilities.
Hotfix 33.5.1 (2023-06-21)
- Fixed several offset issues with Syandanas equipped on Kullervo.
Update 33.5 (2023-06-21)
- Introduced.
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