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Revenant

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For the Sword Stance, see Vengeful Revenant.

Macabre spectral power has risen. Infused with the essence of the Eidolon, Revenant has strong survivability and deals high damage. Enemies become his thralls.

This is Revenant, the returned - the condemned. Harnessing the essence of Eidolon and warrior alike, he mystifies and obliterates his foes.

Revenant serves last rites for the souls he leaves on fire, without a plea for mercy.
Once the warden of the plains, tasked with protecting the Unum's tower and striking down the ghostly Eidolon forms that rose from the depths every night. Night after night, he cut them down. Not allowing them to take form. Then one night, he disappeared, lost… forever.

Release Date: August 24th, 2018

Ravaged by Sentient energy, wreathed with eldritch Eidolon essence, the blighted sovereign Revenant subjugates foes through his affliction. Bestow his sacrificial legion haunted dreams, reap unseen, and spill their lifeblood upon the desolate scorched earth. Revenant was resurrected in Update 23.5 (2018-08-24).

Acquisition

Revenant's main blueprint is awarded upon completion of the Mask of the Revenant quest, which is unlocked after reaching Rank 2 - Observer with The Quills. Revenant's component blueprints are acquired from Plains of Eidolon Bounties; building at least two different components is required to advance through quest.
Item Source Chance Expected Nearly Guaranteed
 Chassis Blueprint Cetus Bounty Lvl 30-50 Stage 4 / A 8.79% ~ 11 Stages 75 ± 25 Stages
 Chassis Blueprint Cetus Bounty Lvl 30-50 Stage 4 / C 8.51% ~ 11 Stages 77 ± 25 Stages
 Chassis Blueprint Cetus Bounty Lvl 30-50 Stage 4 / B 8.79% ~ 11 Stages 75 ± 25 Stages
 Chassis Blueprint Plague Star Bounty Final Stage 16.11% ~ 6 A Rotations 39 ± 13 A Rotations
 Chassis Blueprint Plague Star Bounty Stages 2 & 3 14.04% ~ 7 A Rotations 45 ± 15 A Rotations
 Chassis Blueprint Cetus Bounty Lvl 30-50 Stages 2 & 3 / A 8.99% ~ 11 Stages 73 ± 24 Stages
 Chassis Blueprint Cetus Bounty Lvl 30-50 Stages 2 & 3 / C 8.70% ~ 11 Stages 75 ± 25 Stages
 Chassis Blueprint Cetus Bounty Lvl 30-50 Stages 2 & 3 / B 8.99% ~ 11 Stages 73 ± 24 Stages
 Chassis Blueprint Cetus Bounty Lvl 30-50 Final Stage / A 21.62% ~ 4 Stages 28 ± 9 Stages
 Chassis Blueprint Cetus Bounty Lvl 30-50 Final Stage / C 22.22% ~ 4 Stages 27 ± 9 Stages
 Chassis Blueprint Cetus Bounty Lvl 30-50 Final Stage / B 21.62% ~ 4 Stages 28 ± 9 Stages
 Neuroptics Blueprint Cetus Bounty Lvl 40-60 Final Stage / A 10.20% ~ 9 Stages 64 ± 21 Stages
 Neuroptics Blueprint Cetus Bounty Lvl 40-60 Final Stage / C 10.20% ~ 9 Stages 64 ± 21 Stages
 Neuroptics Blueprint Cetus Bounty Lvl 40-60 Final Stage / B 10.20% ~ 9 Stages 64 ± 21 Stages
 Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 / A 6.76% ~ 14 Stages 98 ± 32 Stages
 Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 / C 6.76% ~ 14 Stages 98 ± 32 Stages
 Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 / B 6.76% ~ 14 Stages 98 ± 32 Stages
 Neuroptics Blueprint Cetus Bounty Lvl 40-60 Stage 4 / A 6.76% ~ 14 Stages 98 ± 32 Stages
 Neuroptics Blueprint Cetus Bounty Lvl 40-60 Stage 4 / C 6.76% ~ 14 Stages 98 ± 32 Stages
 Neuroptics Blueprint Cetus Bounty Lvl 40-60 Stage 4 / B 6.76% ~ 14 Stages 98 ± 32 Stages
 Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Final Stage / A 10.20% ~ 9 Stages 64 ± 21 Stages
 Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Final Stage / C 10.20% ~ 9 Stages 64 ± 21 Stages
 Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Final Stage / B 10.20% ~ 9 Stages 64 ± 21 Stages
 Systems Blueprint Cetus Bounty Lvl 20-40 Stages 2 & 3 / A 9.04% ~ 11 Stages 72 ± 24 Stages
 Systems Blueprint Cetus Bounty Lvl 20-40 Stages 2 & 3 / C 9.25% ~ 10 Stages 71 ± 23 Stages
 Systems Blueprint Cetus Bounty Lvl 20-40 Stages 2 & 3 / B 10.47% ~ 9 Stages 62 ± 20 Stages
 Systems Blueprint Cetus Bounty Lvl 20-40 Final Stage / A 24.62% ~ 4 Stages 24 ± 8 Stages
 Systems Blueprint Cetus Bounty Lvl 20-40 Final Stage / C 23.19% ~ 4 Stages 26 ± 8 Stages
 Systems Blueprint Cetus Bounty Lvl 20-40 Final Stage / B 26.47% ~ 3 Stages 22 ± 7 Stages

All drop rates data is obtained from DE's official drop tables stored on Module:DropTables/data. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.

Alternatively, upon completion of The Duviri Paradox, Revenant's main and component blueprints can be earned from The Circuit. By selecting him on the rotating week he is available, players can earn him blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements

25,000

1

1

1
 Orokin Cell
1
Time: 3 Day(s)
Rush: 50
 Market Price: 325  Blueprints Price: N/A
Revenant Neuroptics Blueprint

15,000
 Neural Sensors
3
 Intact Sentient Core
15
 Polymer Bundle
6,000
 Rubedo
2,200
Time: 12 Hour(s)
Rush: 25
Revenant Chassis Blueprint

15,000
 Morphics
3
 Intact Sentient Core
10
 Rubedo
1,500
 Iradite
50
Time: 12 Hour(s)
Rush: 25
Revenant Systems Blueprint

15,000
 Control Module
3
 Cetus Wisp
3
 Salvage
8,000
 Polymer Bundle
3,000
Time: 12 Hour(s)
Rush: 25

Lore

“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers. Please complete Mask of the Revenant quest before proceeding.
Main article: Mask of the Revenant
Why do I remember this? The land here, killing hot, full of strangeness. This is where Gara vanquished the Sentient! Where its essence fell into the ground, trapped in some unworldly between. It wanted out. At moon rise its ghostly tendrils would emerge, seeking form, seeking... return... And this... this was the warden... a Warframe. I can see it, like a dream repeating... The tendril emerging night after night, and the warden, night after night, cutting it down... until the warden himself was lost. How?

Following  Gara's sacrifice over the Eidolon, at the very site of her decisive battle which the Ostrons now call Gara Toht Lake, a Warframe known solely as the Warden would arrive to drive away the Sentient as it emerged night after night. This trial would continue until one fateful evening, where the Warden foolishly tried to make contact with the Sentient and was overwhelmed. Discovering that the Sentient was using him as a means to reform itself, the Warden cast himself into the lake to seal it. The time spent as an "anchor" to the Sentient would infuse the Warden with its eldritch energies, becoming "the Lost One".

In the present day, Nakak receives a strange mask, the Mask of the Lost One, from Onkko. She sells it to the Tenno, instructing them to wear it in the Plains of Eidolon at nighttime. There, they see a large spectral silhouette of an Eidolon; meanwhile, Nakak receives a vision from the Unum, explaining the story of the Warden. After completing the story, the Warden, now transformed into the Revenant that serves as a "mask" for the Eidolon, emerges but is driven back, leaving behind its own blueprint. Having rebuilt the Lost One, Nakak claims the Warframe that had been infused with the powers of the Eidolon will be needed to combat a new threat imposed by the Sentient.

Notes

Trivia

  • Revenant was revealed in Devstream 112, and is the first  Sentient-themed Warframe, before  Caliban.
  • Revenant's codename during development was Vlad, likely named after Vlad the Impaler who, in 1897, Irish writer Bram Stoker based the famous vampire "Count Dracula" off of. As described by Stoker, Count Dracula was an undead warlock that fed on human blood.
    • Revenant's abilities are also vampiric in nature:
      •  Enthrall converts others into loyal thralls, a trait in vampires.
      •  Mesmer Skin allows Revenant to cast Enthrall freely; vampires are capable of enthralling with their "mesmerizing" eyes.
      •  Reave turns Revenant into intangible mist, another trait in vampires. Additionally, vampires are famous for their ability to steal the life essence of their victims, with Reave displaying such trait when it passes through enemies and thralls.
  • A revenant is an undead being that retains some purpose after its reanimation, usually to seek out and get revenge upon those who wronged it in life.
  • To enthrall somebody means to make one subservient.
  • The name  Mesmer Skin may be based on Franz Mesmer, a German doctor who came up with the theory of Animal Magnetism.
  • To reave means to deprive (a person) of something through theft or violence.
  •  Danse Macabre is based on Danse Macabre, French for "Dance of Death", a late-medieval allegory of the universality of death.
  • When Revenant's Danse Macabre is discussed in his Warframe Profile, the Lotus says "Bewitch your enemies in the moonlight, Tenno." This is a lyric from the song Dance Macabre by the Swedish heavy rock band Ghost.
  • Revenant's fourth ability was originally a mass crowd control area of effect that put enemies to sleep.
  • After TennoCon 2018, Revenant's abilities underwent changes to include more lasers and lights to emphasize the Eidolon theme.
    • Fitting with Revenant's Eidolon theme, Danse Macabre's rotating lasers is derived from an attack used by the Eidolon Gantulyst.
  • Revenant, alongside his signature shotgun,  Phantasma, are the first Warframe and weapon to require Sentient Cores to craft.
  • Revenant is the 36th Warframe to be released (excluding Primed and Umbra variants).
  • Revenant is the second Warframe whose component blueprints are acquired from Bounties, first being  Gara.
  • Revenant was originally tasked as a warden by the Unum to prevent the fallen Eidolon from coming back, implying that he was active after the Sentient War on Earth, at the very least. Whether he had directly participated in the War or not is unknown.
    • Revenant is the sixth known frame to be active before and/or during the fall of the Orokin Empire, after  Mirage,  Inaros,  Titania,  Harrow, and  Gara.
  • Unlike most of the Warframes, Revenant's signature melee weapon was not released simultaneously with him. Digital Extremes decided to withhold and release it later alongside Melee 3.0.
    • His signature Two-Handed Nikana,  Tatsu, was released with Update 24.4 (2019-03-08).
  • Oddly enough, despite Revenant's Sentient composition that would make him highly susceptible to  Void damage, he and  Caliban do fine in areas rife with Void Energy such as the Orokin Void and the Zariman Ten Zero.

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“Market forces dictate that you need to evolve or die.”
Revenant Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
The lost one rises. Wield the essence of the Eidolon as you wield Revenant Prime’s power.

What fatherless aberration is this? Who brings the wicked gift of an unknown mask this Naberus night? Seething with the Void, mocking me and causality alike!

And what strange cruelty named him, to know and defy his death?

This shadow of ill omen. This grim harbinger. This... Revenant.

Release Date: October 5th, 2022

Revenant Prime is the Primed variant of  Revenant, possessing increased Energy, Shields, and Sprint Speed, and an additional polarity. Revenant Prime was released alongside  Phantasma Prime and  Tatsu Prime.

Acquisition

Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Revenant Prime's Relic Drops
Chassis Blueprint  Blueprint Systems Blueprint Neuroptics Blueprint
 Axi F2 Common (V)
 Axi G12 Common (V)
 Meso H6 Common (V)
 Meso N13 Common (V)
 Neo A11 Common (V)
 Neo K5 Common (V)
 Neo N23 Common (V)
 Neo S17 Common (V)
 Lith R2 Rare (V)
 Lith R3 Rare (V)
 Lith R4 Rare (V)
 Lith R5 Rare (V)
 Meso R5 Rare (V)
 Axi A16 Uncommon (V)
 Axi B8 Uncommon (V)
 Meso C9 Uncommon (V)
 Meso H5 Uncommon (V)
 Meso K5 Uncommon (V)
 Meso P9 Uncommon (V)
 Axi D5 Uncommon (V)
 Lith S14 Uncommon (V)
 Neo A12 Uncommon (V)
 Neo Z10 Uncommon (V)


Crafting

Manufacturing Requirements
📝 Edit blueprint requirements

25,000

1

1

1
 Orokin Cell
5
Time: 3 Day(s)
Rush: 50
 Market Price: N/A  Blueprints Price: N/A
Revenant Prime Neuroptics Blueprint

15,000
 Argon Crystal
2
 Neural Sensors
4
 Rubedo
1,750
 Salvage
4,600
Time: 12 Hour(s)
Rush: 25
Revenant Prime Chassis Blueprint

15,000
 Nitain Extract
2
 Neurodes
10
 Polymer Bundle
1,975
 Nano Spores
9,250
Time: 12 Hour(s)
Rush: 25
Revenant Prime Systems Blueprint

15,000
 Control Module
4
 Tellurium
2
 Ferrite
6,250
 Circuits
1,175
Time: 12 Hour(s)
Rush: 25

Notes

  • Revenant Prime, compared to  Revenant:
    • Higher Shield (825/925 vs. 735/835)
    • Higher Energy (175/225 vs. 140/190)
    • Higher Starting Energy (100 vs. 50)
    • Higher Sprint Speed (1.1 vs. 1.0)
    • Additional Polarity ( vs. )
  • If Revenant Prime wields his Signature Weapons:
  • As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
  • Revenant Prime is tied with  Styanax for the third highest base shields out of all Warframes (825 unranked and 925 at rank 30), behind  Hildryn and  Hildryn Prime.

Media

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Passive

When  Revenant's Shield is fully depleted, he emits a radial pulse over 7.5 meters inflicting 100  Blast damage with maximum 75% Damage Falloff.

Additionally, harnessing the essence of Eidolons,  Revenant is immune to the  Magnetic night waters of the Plains of Eidolon.

Abilities 

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This section is transcluded from Enthrall . To change it, please edit the transcluded page.

1
25
Enthrall

Convert a target into a zealous thrall. Thralls turn on their allies and enthrall through damage. On death, they disintegrate into a damaging pillar of energy. The thrall horde remains under Revenant’s spell until this Ability runs out.


Introduced in Update 23.5 (2018-08-24)

 Strength:250 / 500 / 750 / 1,000 ( Puncture damage/s)
250 / 500 / 750 / 1,000 (projectile  Impact damage)
 Duration:15 / 20 / 25 / 30 s (thrall duration)
10 s (pillar duration)
 Range:10 / 15 / 20 / 25 m (cast range)
0.5 / 1 / 1.5 / 2 m (pillar radius)
10 m (projectile seek range)

Misc: 7 (max thralls active)
? m (projectile splash radius)
100 % (projectile stagger on hit)
100 % (beta enthrall chance on hit)
50 (overshields per pickup)

Info

  • Revenant expends 25 energy to release his Sentient energy onto an enemy target within a range of 10 / 15 / 20 / 25 meters, converting it into an Alpha Thrall that is forced to fight for the Tenno cause. Alpha Thrall's attacks spread the affliction to other enemies, also converting them into other alpha thralls on hit. All types of thralls remain under Revenant's control for 15 / 20 / 25 / 30 seconds and only 7 total thralls may exist at once.
    • Casting speed is affected by Casting Speed.
    • The number of active thralls is tracked by the buff icon beside the shield and health bars.
    • Thralls are tracked on the minimap as allied units represented by blue dots.
    • Thralls can be attacked and damaged by all sources, whether from their own allies or Revenant's and his team's weapons and abilities.
      • Thralls affected by  Radiation status will result in turning Thralls back to enemy state for its duration.
    • Thralls have high Threat Level, allowing them to draw fire away from Tenno.
  • On death, Alpha Thralls leave behind an Eidolon energy pillar that lasts for 10 seconds. Each energy pillar continuously inflicts 250 / 500 / 750 / 1,000  Puncture damage per second to all enemies within a 0.5 / 1 / 1.5 / 2 meter radius; additionally, pillars generate homing energy projectiles that seek out nearby enemies within a range of 10 meters, exploding on impact to deal 250 / 500 / 750 / 1,000  Impact damage and guaranteed  Stagger in a ? meter area and converts enemies hit into Beta Thralls as long as Revenant does not already have maximum thralls.
    • Beta Thralls also convert other enemies they hit into beta thralls up to the total Thrall count, but they do not leave behind energy pillars on death.
    • Projectile damage is affected by  Vigorous Swap and  Arcane Arachne.
    • Energy pillars do not inflict damage per second nor launch projectiles against thralls.
  • Ability Synergy:
    • Enthrall costs 0 energy when used on an enemy stunned by  Mesmer Skin.
    •  Reave steals 10% / 20% / 30% / 40% Health and Shields from Thralls (5x more than base).
    • Alpha and beta thralls killed by  Danse Macabre leave behind pickups that grant 50 Overshields for Revenant and his allies.
    • Energy pillars explode to disperse damage radially when struck by Danse Macabre lasers.
      • Explosion deals the remaining damage of the pillar to surrounding enemies.
      • Explosion damage diminishes with distance.
  • Can be cast on a new enemy target if below the number of max thralls active.
    • Casting Enthrall on a new target will not refresh the duration of existing Thralls.
  • Cannot be recast on enemies already affected by Enthrall.
  • Enthrall has many undesired and detrimental effects to Revenant and his allies:
    • Enemies under the effect of Enthrall will not increase or refresh Melee Combo when struck with a melee weapon.
    • Enemies under the effect of Enthrall will not increase or refresh Sniper Combo when hit with a sniper rifle.
    • Enemies under the effect of Enthrall cannot be used to initiate or refresh the buffs of  Double Tap,  Split Flights,  Growing Power or any Galvanized mods.
    • Enemies under the effect of Enthrall cannot be use to trigger the effects of any arcanes that are triggered on crit, such as  Arcane Acceleration, or on headshot, such as  Arcane Consequence, or on status, such as  Primary Blight and  Primary Frostbite.
    • Beam weapons that chain between multiple enemies (such as the  Kuva Nukor or  Tenet Cycron) will not chain to enthralled enemies, regardless of the original target.
    •  Ocucor's tendrils won't attach to enthralled enemies, but the main beam can be aimed and harm thralls.
    • Enthralled enemies cannot recharge  Iron Skin's health when struck by a  Rhino Stomp equipped with  Reinforcing Stomp, nor will they be suspended by the base ability.
    • Killing enthralled enemies won't count towards  Omikuji, even if all challenge conditions are otherwise met.
    •  Blaze Artillery will not target enthralled enemies, but can still harm them by targeting an enemy in front or behind the enthralled enemy.
    •  Fire Blast won't strip enthralled enemies' armor, nor will  Inferno target any thrall.
  • Casting Enthrall is a One-Handed Action that allows the player to perform attacks, movement and parkour Maneuvers.
  • Revenant visually extends his left arm forward and channels a stream of Sentient energy that envelops the target, creating an upward surge of energy particles that appears on the enemy until it is under his control.
  • Thralls are visually distinguished from other enemies by a spectral Eidolon Vomvalyst mask and orbiting spines floating above their head.
  • Revenant's Sentient energy trail, energy particles, thrall Vomvalyst mask and spine sparks, and energy pillar colors are affected by Revenant's chosen Warframe energy color.

Augment

Main article: Thrall Pact

Thrall Pact is an Warframe Augment Mod for  Revenant's  Enthrall that grants him additional damage for the equipped primary weapon for every enemy he has enthralled.

Thrall Pact

Tips & Tricks

  • Helminth subsuming  Mind Control and then casting Enthrall on it can create an invulnerable thrall for its duration.
  • Nullifier Crewman can remove the enthralled effect from itself and nearby enthralled enemies.
  • Sentients and bosses can be Enthralled but for a significantly shorter duration.
  • Units that apply beneficial effects to allies, such as Ancient Healers, will immediately stop affecting their former allies once Enthralled and instead benefit Tenno.
  • Enthralled enemies that can spawn additional units, such as Drahk Masters and Boilers, will spawn permanent Tenno-aligned units, unless affected by  Radiation.

This section is transcluded from Mesmer Skin . To change it, please edit the transcluded page.

2
50
Mesmer Skin

Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost.


Introduced in Update 23.5 (2018-08-24)

 Strength:3 / 4 / 5 / 6 (number of charges)
 Duration:2 / 3 / 4 / 5 s (stun duration)
 Range:N/A

Misc: 100% (reflected damage and status)
100% (Enthrall energy discount)
1 (ally buff charge)

Info

  • Revenant expends 50 energy to surround himself in a shroud of Sentient energy that reflects 3 / 4 / 5 / 6 incoming enemy attacks; attackers receive 100% of the reflected damage and Status Effects, while also becoming stunned for 2 / 3 / 4 / 5 seconds. Upon consuming a charge, Revenant becomes Invulnerable for 1 second. Mesmer Skin lasts indefinitely until all charges are used.
    • Casting speed is affected by Casting Speed.
    • Number of remaining charges is displayed on the ability icon.
    • For any non-integer the number of charges is rounded up to the next whole number. For example, 255% Ability Strength = 15.3 charges, this is rounded to 16. However in game the maximum charges will display 15, with the 16th charge displayed as 0.
    • Revenant is immune to self-stagger, which does not consume a charge.
    • Does not reflect damage dealt by status effects and objects created by enemies (e.g., Napalm flame patches)
    • Does not negate damage from Explosive Barrels or Environmental Hazards, although they will not use up a charge.
      • Revenant's Health can still take damage, but will not be lowered below 2 and therefore cannot die as long as he has charges.
    • Mesmer Skin converts knockdown from Shockwave MOA waves into a knockback.
    • Mesmer Skin reflects damage from Scorpion and Ancient hookshots, as well as blocking their knockdown and pull effects.
  • Ability Synergy:
    •  Enthrall costs 0 energy to cast on an enemy stunned by Mesmer Skin.
    • While Mesmer Skin is active,  Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
    • While Mesmer Skin is active, allies such as Warframes and Companions that contact Reave's current will gain 1 Mesmer Skin charge.
  • Can be recast while active to apply a new instance. Previously unused Mesmer Skin charges are removed during recast.
  • Casting Mesmer Skin is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually grows a cluster of Eidolon tendrils on his left shoulder, emits fumes from his body and a shroud of white mist around his torso while Mesmer Skin is active. Allies that gain Mesmer Skin also exhibit these visual effects on their body.
  • Eidolon tendrils and fumes color tinting are affected by Revenant's chosen Warframe energy color.

Augment

Main article: Mesmer Shield

Mesmer Shield is a Warframe Augment Mod for  Revenant's  Mesmer Skin that increases its own Ability Strength and grant charges to allies within Affinity Range.

Mesmer Shield

Tips & Tricks

  • It is probably more beneficial to focus on Ability Strength, Ability Duration and Ability Range, rather than equipping Health and Shield mods on  Revenant as Mesmer Skin provides high survivability.
  • Casting while in air allows Revenant to maintain forward momentum while activating Mesmer Skin.
  • When receiving the Ability Strength and Ability Range buff from Void Fissure missions, activate Mesmer Skin right before the buff ends. Avoid Nullifier Crewmen and other enemies with an ability nullifying field to take full advantage of the buffed Mesmer Skin. Additionally, if Mesmer Skin is activated and the buff is no longer active, the un-buffed Mesmer Skin value will replace the buffed Mesmer Skin value, even if the buffed value was greater.

Bugs

  • Damage dealt by Nullifier Crewman with its null sphere intact does not use up Mesmer Skin charges. Damage is still mitigated completely.
  • The remaining charge counter on the ability icon can sometimes disappear while the ability is still active, most prominently observed after performing Transference back into the Warframe.
  • Charges can be modified into decimals, but the ability icon counter only displays whole numbers, including 0 which can be misleading.
  • When using  Rage or  Hunter Adrenaline, even though damage is fully nullified, if the damage exceeds Revenant's shield value, energy will still be granted.

This section is transcluded from Reave . To change it, please edit the transcluded page.

3
50
Reave

Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls.


Introduced in Update 23.5 (2018-08-24)

 Strength:2 / 4 / 6 / 8 % (hitpoints drain/restore)
10 / 20 / 30 / 40 % (thrall hitpoints drain/restore)
 Duration:0.25 / 0.5 / 0.75 / 1 s (duration)
 Range:3 / 4 / 5 / 6 m (current width)

Misc: 25 m/s (travel speed)
100 % (status effects transfer)
1 (Mesmer Skin ally buff charge)

Subsumable to Helminth

Info

  • Revenant expends 50 energy to transform into a torrent of Sentient mist-like energy that surges forward toward the aiming reticle, at a speed of 25 meters per second for 0.25 / 0.5 / 0.75 / 1 second. While traveling in energy form, Revenant is intangible, Invulnerable to damage and protected against new Status Effects, as he pushes an energy current with a width of 3 / 4 / 5 / 6 meters. Reave can be manually cancelled by pressing the ability key again (default 3 ) or jumping during the dash.
  • Enemies passing through the energy current are drained 2% / 4% / 6% / 8% of their maximum Shields and Health, while Revenant restores 2% / 4% / 6% / 8% of his maximum shields and health from each enemy leeched; all active status effects on Revenant are also transferred to enemies he passes through.
    • Does not restore shield points to Revenant if enemies do not possess shields.
    • Hitpoints from enemies can be drained and restored to Revenant multiple times, if enemies pass through the same instance of Reave.
  • Ability Synergy:
    • Reave steals 10% / 20% / 30% / 40% Health and Shields from enemies affected by  Enthrall (5x more than base).
      • The drain percentage displayed in Abilities and the Upgrade screen display the Thrall-empowered drain.
    • While  Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
      • While Mesmer Skin is active, allies such as Warframes and Companions that contact Reave's current will gain 1 Mesmer Skin charge.
    • Reave costs halved energy during  Danse Macabre, with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
  • During Reave, Revenant continuously dashes toward the direction of the aiming reticle.
    • While grounded, Revenant can freely change his dash direction.
    • While airborne, Revenant cannot change directions until he makes contact with a horizontal surface.
  • Can be cancelled by jumping, which preserves forward momentum.
    • While airborne, needs to also press Slide key and jump to cancel it.
  • Casting Reave is an upper body animation that interrupts only upper body actions such as melee attacks or reloading and can be cast while airborne.
  • Revenant visually becomes translucent and enveloped in Sentient energy during the dash.
  • Sentient energy cloak, energy current, and particle trails are affected by Revenant's chosen Warframe energy color.
  • Subsuming Revenant to the Helminth will offer Reave and its augments to be used by other Warframes. Note that the UI's listed 40% damage is not applicable for non-Revenant frames and instead deals 8% damage.

Augment

Main article: Blinding Reave

Blinding Reave is a Warframe Augment Mod for  Revenant's  Reave that blinds enemies caught in its fog, while also passively increasing its range.

Blinding Reave

Tips & Tricks

  • Since Reave deals a set percent damage to enemies' health, it can scale indefinitely.
    • Without mods, at 100% Ability Strength, it would take 13 Reave casts to kill any enemy, only 3 if that enemy is enthralled.
    • The percent damage is always significantly reduced against Nox, even with enthralled one. Thus, it is quite ineffective and inefficient to kill them with Reave.
  • Use Aim Glide during Reave to descend slowly.
  • Move the aiming reticle during Reave to change your dash direction.
  • Dash in a circle around enemies to drain from them multiple times.
  • Consoles can be activated and terminals can be hacked while Reave is active.
  • When falling from a sufficient height that would induce a hard landing, activate Reave before or immediately after the hard landing to cancel it.
  • Jump right before Reave ends to take full advantage of its speed and to conserve its momentum. This is especially handy on larger tilesets or the open world maps.
  • If a turret on the Plains of Eidolon is hit with Reave, it is instantly destroyed, regardless of level.

This section is transcluded from Danse Macabre . To change it, please edit the transcluded page.

4
25
+20-40/s
Danse Macabre

Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.


Introduced in Update 23.5 (2018-08-24)

 Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
 Duration:N/A
 Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)

Misc: 9 (number of beams)
100 m (sweep area)
1 rev/sec (rotation speed)
20% (status chance)
40% (boosted status chance)
50 (overshield points per pickup)
23.33% stored damage decay/sec

Info

  • Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of 0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts 500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
    • Casting speed is affected by Casting Speed.
    • Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
    • Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
    • While active, all damage received by Revenant is stored into a total damage pool. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
      • Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
      • Damage resisted by  Mesmer Skin is stored, despite not injuring Revenant.
    • Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key,  Volt's  Speed, and  Wisp's  Reservoirs Haste Mote.
  • Holding the fire button (default LMB ) increases the beams' damage per second to 1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to 0.05 / 0.1 / 0.15 / 0.2 meters.
  • Energy beams autonomously adapt their damage type to the attributes of the enemies they hit:  Corrosive against armored enemies,  Magnetic against shielded enemies, and  Gas against Infested.
  • Danse Macabre costs 25 energy to activate, then consumes 20 energy per second (40 energy per second during the boosted version) while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
  • Ability Synergy:
    • Enemies affected by  Enthrall when killed by Danse Macrabe drop a unique pickup that grants 50 Overshields when collected by Revenant or his allies.
    • Enthrall energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
      • Explosion deals the remaining damage of the pillar to surrounding enemies.
      • Explosion damage diminishes with distance.
    • Damage reflected by  Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
    •  Reave costs halved energy during  Danse Macabre, with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
  • Revenant cannot cast Enthrall, Mesmer Skin, subsumed abilities over Enthrall or Mesmer Skin via the Helminth system, perform parkour Maneuvers or general interactions while channeling this ability.
  • Revenant can cast Reave or a subsumed ability over Reave via the Helminth system while channeling this ability.
  • Revenant is immune to  Knockdown while channeling this ability.
  • Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
  • Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.

Bugs

  • Beam punch through is inconsistent, often failing to penetrate terrain to hit enemies in range. No known causes nor workarounds, unfortunately.


Strength Mods

Duration Mods

Range Mods

Edit Tab

Patch History

Hotfix 38.0.6 (2025-01-09)

  • Fixed a script error caused by Revenant’s Mesmer Skin.

Hotfix 36.0.1 (2024-06-19)

  • Fixed the Jade Light Eximus’ beam attack bypassing Revenant’s Mesmer Skin.

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.

Warframe Stat Changes:

REVENANT
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 735 (from 225) / Max Rank - 835 (from 675)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

REVENANT PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 825 (from 250) / Max Rank - 925 (from 750)
Armor: Base Rank - 135 (from 125)
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 Styanax’s Intrepid Stand Augment Mod unintentionally granting mind control immunity to Revenant’s Thralls.

Update 33.6 (2023-07-27)

  • Fixed Emblems attaching at weird points on Revenant Prime after removing the Revenant Prime Armor and swapping skins.

Update 33.0 (2023-04-26)

  • Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation.
    • Revenant
  • Fixed crash with Revenant’s Enthrall.

Hotfix 32.3.4 (2023-02-23)

  • Fixed Revenant Prime’s Starting Energy stat being 50 + 5 for every point of free Mod capacity (base Revenant) instead of 100 + 5 for every point of free Mod capacity.

Hotfix 32.3.1 (2023-02-15)

  • Fixed Script error related to Revenant's Mesmer Skin sharing charges with Defense targets.

Update 32.3 (2023-02-15)

  • Augment: Mesmer Skin -  Mesmer Shield
  • Fixed Reinforcement Beacons in the Orb Vallis being indestructible if the enemy placing it is affected by Revenant’s Thrall.

Update 32.2 (2022-11-30)

  • Fixed script error when a Revenant in the squad uses Mesmer Skin and then Reaves onto another Revenant, who then Reaves onto an enemy affected by Enthrall.

Update 32.1 (2022-11-02)

  • Added “Speed” stat in UI for Revenant’s Reave.
  • Fixes towards a crash caused by Revenant's Danse Macabre.
  • Fixed Revenant Prime’s energy color along his back not changing from the default blue.
  • Fixed the Officium Syandana not sitting flush on Revenant’s back.
  • Fixed script error with Revenant’s Enthrall.

Hotfix 32.0.12 (2022-10-12)

Hotfix 32.0.9 (2022-10-05)

  • Introduced Revenant Prime.
  • Revenant’s Reave ability changes:
    • Reave will now scale with sprint speed for both distance traveled and speed while in Reave.
    • Reave can now be interrupted by jumping, which preserves your forward momentum.
      • The above changes were made to allow more movement focused builds!

Hotfix 32.0.3 (2022-09-14)

  • Fixed the following Warframe ability descriptions extending beyond the screen and clipping:
    • Revenant

Update 32.0 (2022-09-07)

  • Revenant’s Mesmer Skin Change:
    • Now grants 1 second of invulnerability after a charge is consumed.
      • The addition of Overguard affected the efficiency of Mesmer Skin, as rapidfire Overguarded enemies would melt through their Mesmer Skins and remain unaffected by the incoming sleep effect. To bring this ability closer to its original intention, Mesmer Skin will now grant 1 second of invulnerability after a charge is consumed. This gives players time to react to these powerful units before taking their full damage.

Hotfix 31.6.2 (2022-06-15)

  • Fixed script error from Revenant’s Enthrall.

Update 31.5 (2022-04-27)

  • Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
    • Revenant’s Reave
    • Revenant’s Danse Macabre

Update 31.2 (2022-03-16)

Update 31.1 (2022-02-09)

  • Toned down the brightness of Revenant’s Mesmer Skin FX. It will also now be hidden while in Archwing.

Update 30.7 (2021-09-08)

  • Revenant's Danse Macabre ability now deals finisher damage against inanimate objects instead of adopting a damage type based on the target. It still does adaptive damage and applies adaptive status effects against enemies.
    • Prior to this change, Danse Macabre was allowing Revenant to solve Operator-required puzzles, which is clearly not intended.
  • Fixed an issue where if you bullet jump with Revenant and then cast Danse Macabre his head would appear broken.

Hotfix 30.0.1 (2021-04-13)

  • Fixed Danse Macabre loop sound staying active when client aborts mission while power is active. Also fixed Danse Macabre end sound playing when entering the menu while power is active, it wont be triggered now.

Hotfix 29.5.7 (2020-12-10)

  • Fixed inability to use/cancel any abilities or use Operator after casting Revenant’s Danse Macabre and getting knocked down or attempting to ledge grab during its animation.

Update 29.5 (2020-11-19)

Hotfix 29.0.7 (2020-09-03)

  • Fixed a Revenant functionality loss if Reave is cast on an enemy who is both Enthralled and Blood Altared.
  • Fixed cases of Revenant’s Reave hitting ragdolled enemies multiple times in rapid succession, potentially insta-killing them.

Update 29.0 (2020-08-25)

  • Fixed script error related to Revenant’s Danse Macabre.

Update 28.3 (2020-08-12)

  • Warframe Blueprint and Component costs from Simaris have been reduced by 50%!

Update 28.1 (2020-07-08)

  • Fixed Enemies that are converted by Revenant's Enthrall energy pillar not appearing to have the Enthralled visuals around their head despite being friendly/affected.

Hotfix 27.4.4 (2020-05-07)

  • Enemy summons can now be mind-controlled by abilities. Previously, there was a mechanic where 'owned' NPCs would not be affected by mind control, but now this only applies to allied owned NPCs (Sentinels, Pets, followers) so that there's no misleading things happening with Mind Control abilities.

Update 27.4 (2020-05-01)

  • You can now sell your duplicate Revenant Blueprints for 2500 Credits from your Inventory.

Update 27.2 (2020-03-05)

  • Armor Change:
    • Revenant: 105 to 125
    • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

Hotfix 25.7.7 (2019-09-26)

  • Revenant's Reave ability is now an upper body animation only; alleviating momentum cancelling lower body animations.

Update 25.7 (2019-08-29)

  • Revenant now holds the Tatsu instead of the Galatine in his in-game Market diorama.

Update 25.5 (2019-07-31)

  • Fixed Armored enemies affected by Revenant's Danse Macabre continuing to take Corrosive Damage after the Armor has gone, resulting in less damage because Flesh is stronger to Corrosive than Armor is.
  • Fixed Revenant's Danse Macabre doing Corrosive Damage to Infested.
  • Fixed not being able to perform finishers on blinded enemies from Revenant's Enthrall that are temporary allies (mind control, etc).

Hotfix 25.4.1 (2019-07-24)

  • Fixed Revenant's Enthralled enemies not counting towards kills in Rathuum/Index.

Hotfix 25.3.3 (2019-07-16)

  • Fixed an issue with Revenant's facing direction after using Reave during Danse Macabre.

Hotfix 25.3.2 (2019-07-12)

  • Fixed ability to use Emotes while casting Revenant's Danse Macabre to prevent your Abilities getting stuck.

Hotfix 25.1.2 (2019-06-12)

  • Fixed Revenant Thrall death pillars not causing damage on contact, only with projectiles for Clients.
  • Fixed Revenant Thralls created by pillar projectiles not showing its effect and cannot be damaged for Clients.

Update 25.1 (2019-06-05)

  • Fixed Zanuka being unable to capture Revenant.

Hotfix 25.0.8 (2019-05-31)

  • Fixed Revenant's default Energy color being too green.

Hotfix 25.0.3 (2019-05-24)

  • Revenant Blueprint has been added to Simaris' Offerings.

Update 25.0 (2019-05-22)

  • Revenant and allies can now perform Finishers on enemies blinded by Revenant's Reave with the Blinding Reave Augment equipped.

Update 24.7 (2019-04-10)

Hotfix 24.6.2 (2019-04-05)

  • The Tatsu Soul Swarm (Revenant) projectiles now have a lifetime of 5 seconds.
  • Fixed Secondary Energy colors not applying to certain things (Revenant's Helmet beard, etc).

Update 24.6 (2019-04-04)

  • Having a ‘signature’ weapon now actually benefits you!
    • Phantasma: Has 15 magazine when wielded by Revenant.
    • Tatsu: Charge cap is 9 when wielded by Revenant.

Update 24.5 (2019-03-14)

  • Fixed Revenant Reave being able to give a Mesmer Skin charge to Operators.

Hotfix 24.4.4 (2019-03-11)

  • Fixed "melee with fire weapon input" causing Revenant's Danse Macabre to be unboostable when a Melee weapon is equipped.
  • Fixed a script error when casting Revenant's Mesmer Skin ability.

Update 24.4 (2019-03-08)

  • The homing energy projectiles that Enthrall pillars emit now have a chance to Enthrall enemies while inflicting damage if there is room in the Enthrall cap. This allows Enthrall to spread more organically, and as the cap is reached, damage continues on other targets.
  • Fixed Revenant becoming stuck in his spinning animations if he becomes downed during Danse Macabre.
  • Fixed Mesmer Skin consuming multiple charges when getting hit multiple times in the same frame from the same enemy (e.g. a projectile that hits you and explodes).
  • Respective Ability videos now also appear upon hover-over to add that little extra spice! This initial Ability video aspect is currently functional for Revenant!

Hotfix 23.10.4 (2018-10-16)

  • Revenant's Reave now follows the direction of your reticle as opposed to always in a straight line. This allows you to steer it freely. You can of course maintain the original behaviour of a straight line by simply not aiming your reticle, but for those of you wanting better control over where Reave goes are now able to freely steer!

Hotfix 23.10.2 (2018-10-12)

  • Fixed a script error when casting Revenant's Mesmer Skin ability.

Update 23.10 (2018-10-12)

  • Fixed the Revenant Warframe Blueprint not appearing in the Codex as a reward under any Eidolon variant.
Revenant Changes & Fixes
  • Revenant's Reave wall width is now affected by Range Mods.
  • Revenant's Reave now also sheds Status Effects on cast and applies them to targets it hits.
  • Fixed Revenant's Thralls not granting Affinity when killed.
  • Fixed Revenant's Danse Macabre being able to damage Nullifier bubbles (and then killing the Nullifier).
  • Fixed enemies affected by Revenant's Enthrall and then a Radiation Status Effect being able to enthrall the Defense *target, preventing the wave from ever ending.
  • Fixed Revenant Reave not using Modded Health/Shield steal values.
  • Fixed Revenant's Reave Abilities page not properly showing the Modded Health/Shield steal values.
  • Fixed Revenant's Thrall death pillars blocking projectiles.
  • Fixed various Syandana clipping issues with Revenant.

Update 23.9 (2018-09-25)

  • Fixed getting one-shotted through Revenant's Mesmer Skin by a single very powerful hit.
  • Fixed Ability immune enemies not decreasing the Mesmer Skin count when hitting Revenant.
  • Fixed Revenant's Thrall FX not attaching properly to Vomvalysts.

Hotfix 23.8.1 (2018-09-14)

  • Revenant Mesmer smoke effect is now only seen on yourself, not other players, to improve performance and visibility.
  • Fixed an issue with lingering FX resulting from Revenant frequently using Reave and Danse Macabre.

Hotfix 23.8.0.2 (2018-09-12)

  • Fixed Clients Transferring to Operator and back resulting in Revenant's Mesmer Skin charge indicator being removed on the ability UI.
  • Fixed Revenant Reave being capable of flying.

Hotfix 23.8.0.1 (2018-09-12)

  • Reverted an unintentional reduction of Revenant’s max Energy. His max Energy is now as it was before 23.8.0.

Update 23.8 (2018-09-12)

Revenant Ability Changes

We have a big batch of changes to Revenant based on constructive player feedback. Specifics per ability follow below, but a big thanks to everyone who took the time to login, play, and visit a space (forums or otherwise) to give their thoughts. It's crucial to the iteration process. Thank you!

ENTHRALL

THRALLS: We have made changes to have Thralls have more value in life AND death - just as Revenant did. The general rule Thralls will follow is they provide CC in Life, Damage in Death. The goal is simply to have an easy supply of Thralls to make use of in both Life and Death.

Currently Enthrall has the following uses:

WHILE ALIVE:
You can get up to 7 enemies Crowd Controlled - they won't attack you or allies and will draw Aggro from AI. It spreads / is transferred - the Enthralled state is contagious! You can Reave Thralls for greater scaling Health and Shield Leeching. If Thralls are killed by Danse Macabre, overshield drops are created.

AFTER DEATH:
It creates a damaging pillar, and that's it. Not useful enough in death at all!

ADDITIONAL After Death:

  • We've added the following with this update:
  • While active, the pillar creates homing projectiles similar to the Vomvalyst attacks and Revenant's Signature weapon, the Phantasma!
  • The pillars can now be exploded to output their damage radially if hit by Danse Macabre.
MESMER SKIN

On the development build before release, Mesmer Skin was recastable but we removed this due to balance concerns. But, our gut reaction was right and thanks to your feedback we've changed it back to how it was and you can now recast Mesmer Skin to recharge it!

REAVE
  • Lowered Energy cost to 50.
  • Revenant is now fully immune to damage while Reaving - it's meant to be a life-saver!
  • When Reaving Thralls with Mesmer Skin active, it restores a charge.
  • When Reaving Allies with Mesmer Skin active, it adds the protective energy to your allies who happen to be in range. A small protective bonus!
  • When REAVE is cast while in DANSE MACABRE, Energy cost lowered to 25. This allows for quicker, risk-free placement of Revenant for tactical maneuvering.
  • The Direction of Reave now follows last Reticle aim point which makes casting more responsive to intent.
Revenant Fixes
  • Fixed Revenant’s Reave using the wrong value (Health) for Shield gain.
  • Fixed inability to damage Revenant’s Enthralled enemies with the Arca Plasmor.
  • Fixed Revenant’s Enthralled enemies still attempting to hack terminals during Interception missions.
  • Fixed Gara’s Mass Vitrify blocking Revenant’s Danse Macabre lasers.
  • Fixed Revenant’s Danse Macabre and Khora's Strangledome names being in ALL CAPS.

Update 23.6 (2018-08-30)

Revenant Fixes & Changes
  • Enthrall cap for thralled enemies increased from 4 to 7.
    • Developer Note: We listened to the feedback that 4 was too few, so we’ve buffed the number to match Nekros’ max Shadows.
  • Danse Macabre energy cost increased from 12.5 to 20 energy per second.
    • Developer Note: In keeping with changes we've made to Warframes in the past to deter from the "set it and forget" approach, we have increased the energy per second on Danse Macabre. We are hoping that with Enthrall's cap increase you can benefit from more overshield pickups with Danse Macabre. We’re always looking to iterate on your feedback, please leave yours in the dedicated Revenant feedback megathread!
  • Reave now looks more like the Vomvalyst charge.
  • Added FX and sound when Mesmer ends.
  • Fixed Danse Macabre showing 0 energy/second in abilities screen.
  • Fixed Danse Macabre becoming stuck while sliding.
  • Fixed script error if you cast Revenant's Enthrall on a roller or other similar enemy.
  • Fixed Mesmer not reflecting Status effects.
  • If you have Revenant building in your Foundry, the final stage of The Mask of the Lost One quest will now progress, instead of requiring you to claim the completed Warframe.
    • Developer Note: For those of you who offered feedback about the guidance within the miniquest, we are working on improving the player experience. This will take a little time, but thank you to everyone who offered constructive criticism on our first foray into this miniquest. In the meantime, you can read our step-by-step guide in the first spoiler here: https://forums.warframe.com/topic/1001509-mask-of-the-revenant-update-2350/
  • Fixed a case of obtaining Revenant blueprint without obtaining final Fragment.

Update 23.5 (2018-08-24)

  • Introduced.

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