Release Date: April 13th, 2021
Lost in voyage adrift the Vast Untime, the dark helmsman Sevagoth harnesses inexorable mortality amidst the treacherous tempests of the Void. Return eternally from beyond the grave, as his Shadow eclipses the light, while harvesting wicked souls to sate his esurient darkness.
Sevagoth was rediscovered in Update 30.0 (2021-04-13).
Acquisition
Sevagoth's main blueprint is acquired after completing the Call of the Tempestarii quest. His components apart from the main blueprint each have a 10% chance of being awarded as a bonus reward at the end of Void Storm missions exclusively in Neptune Proxima (Meso and Neo fissures), Pluto Proxima (Neo fissures), or Veil Proxima (Axi fissures).
Note that these bonus rewards are exclusive to Void Storm missions and are separate from Void Relic rewards.
Additional copies of the main blueprint can be purchased from Cephalon Simaris for
Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
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Veil Proxima Void Storm | 10% | ~ 10 A Rotations | 65 ± 21 A Rotations |
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Pluto Proxima Void Storm | 10% | ~ 10 A Rotations | 65 ± 21 A Rotations |
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Neptune Proxima Void Storm | 9.76% | ~ 10 A Rotations | 67 ± 22 A Rotations |
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Veil Proxima Void Storm | 10% | ~ 10 A Rotations | 65 ± 21 A Rotations |
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Pluto Proxima Void Storm | 10% | ~ 10 A Rotations | 65 ± 21 A Rotations |
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Neptune Proxima Void Storm | 9.76% | ~ 10 A Rotations | 67 ± 22 A Rotations |
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Veil Proxima Void Storm | 10% | ~ 10 A Rotations | 65 ± 21 A Rotations |
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Pluto Proxima Void Storm | 10% | ~ 10 A Rotations | 65 ± 21 A Rotations |
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Neptune Proxima Void Storm | 9.76% | ~ 10 A Rotations | 67 ± 22 A Rotations |
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.
Crafting
Manufacturing Requirements | |||||
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![]() 25,000 |
![]() 1 |
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![]() 3 |
Time: 3 Day(s) |
Rush: ![]() | |||||
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Sevagoth Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 6 |
![]() 1,200 |
![]() 750 |
![]() 2,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Sevagoth Chassis Blueprint | |||||
![]() 15,000 |
![]() 8 |
![]() 650 |
![]() 2 |
![]() 3,300 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Sevagoth Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 250 |
![]() 15 |
![]() 2,950 |
Time: 12 Hour(s) |
Rush: ![]() |
Lore
- Main article: Call of the Tempestarii
Sevagoth was the captain of The Tempestarii, an Old War Railjack highly renown for its rescue services. However, one day Sevagoth was lost to the Void during a Void Storm, but commanded his Shadow to continue to pilot the Tempestarii to search for his body as the ship's final rescue mission, effectively becoming a ghost ship.
The Tempestarii made an enemy of Corpus Captain Vala Glarios, who was the sole survivor of the ship's attack on Lucretia Platform. Left adrift in space among the fragments of her dead crew, she sought revenge.
Cephalon Cy and the Tenno come across the Tempestarii in the Veil Proxima. After learning about the ship from Corpus logs in the Pluto Proxima, Cy is able to appease the Tempestarii by pleading as a ship in distress. The Shadow entrusts the Tenno a corrupted navigation log, which they repair, but are ambushed by Vala. The Tempestarii counterattacks and banishes Vala to the Granum Void before making a jump to the Void to complete the ship's final rescue mission.
The Tenno retrieve a lifepod containing Sevagoth's corpse, reuniting him with his Shadow. Now at peace, the Tenno delivers him a ship burial by launching his body back into the Void.
Notes
- When Sevagoth wields his signature
Epitaph/
Epitaph Prime, the weapon deals +20% headshot damage.
Trivia
- Sevagoth is the 46th unique Warframe to be released.
- Sevagoth was first revealed during Tennocon 2020's Art of Warframe Panel, under the codename "Wraithe", alongside
Lavos. Initially planned to release with Lavos, Sevagoth was pushed back to 2021 for further development and to coincide with other content releases.
- Sevagoth's name and abilities were revealed in Devstream 151. His Shadow, its exalted claw weapon, and signature secondary weapon were briefly showcased in Devstream 152.
- Sevagoth is the second community-made Warframe concept created by community artist and now Digital Extremes staff Liger "Volkovyi" Inuzuka, after
Zephyr's integration into the game. Much of the initial Warframe concept has been fine-tuned and integrated into the finalized design.[1][2]
- The first placeholder ability Reap unleashes the Shadow instead of a flying shadowy claw, with the dashing function integrated into the Shadow's
Consume ability.
- The second placeholder ability Blackhole was replaced by
Sow. The soul vortex visual effect remains as a brief animation for
Reap's Shadow when it dissipates.
- The third placeholder ability Tombstone was designed with similar functionality as
Protea's
Temporal Anchor, before Protea's eventual release. The area of effect aura aspect has been adopted by
Gloom, while the tombstone model has been integrated into the passive ability.
- The fourth placeholder ability The Harvest remains similar to
Exalted Shadow in wielding control over an exalted form.
- The first placeholder ability Reap unleashes the Shadow instead of a flying shadowy claw, with the dashing function integrated into the Shadow's
- Sevagoth is the seventh Warframe with unique rolling animations, after
Limbo,
Hildryn,
Wisp,
Titania Prime,
Protea, and
Xaku, where he launches himself slightly in the air and rolls sideways mid-air.
- Sevagoth is one of few Warframes known to have voices, with the others being
Valkyr/
Valkyr Prime,
Excalibur Umbra,
Harrow (Rell),
Nidus (
Ravenous) and
Protea (Protea Specter).
- Sevagoth is the first Warframe to innately allow the player to create and take control of an exalted form with distinct abilities.
- While using
Exalted Shadow, the skybox displays a vortex based off of Sevagoth's energy color.
- With a maxed
Redirection, his shields equal to 666, the number of the beast/Devil. This also happens with Nekros.
- Sevagoth's Shadow appears behind him momentarily during his Agile idle animation.[3]
- On April Fools Day 2021, the advertisement for FashionFace featured the Sevagoth's Shadow Collection of makeup color shades for your gothic aesthetic needs.[4]
Bugs
- Similar to
Equinox Prime, the Helminth cyst is not visible on Sevagoth's neck, but instead inside his head.
- Sevagoth has several affinity-related bugs, detailed here. Bugs of note:
- If you enter a conduit within Sanctuary Onslaught while in shadow form, you will not receive the focus buff provided at the start of the round.
- While in shadow form, you do not recieve the correct amount of focus. During testing, it was found that weapons with lens were not receiving focus while in shadow form (similar to how they will not receive focus while using
Titania's
Razorwing.) Unlike Razorwing and other Exalted Weapon kills, Sevagoth appears to be gaining 25% of the affinity / focus, with the remaining 75% being given to Shadow's claws (which once fully leveled, becomes wasted affinity). The result is that a frame like Titania may gain 1-2k focus in a single round of ESO, while a Sevagoth using shadow form may gain 100-500 during that same period.
- If you're extracted while downed you'll be shown in tombstone form rather than the regular state.
References
Release Date: August 21, 2024
Sevagoth Prime is the Primed variant of Sevagoth, with increased Shields, Armor, Energy, and an additional
polarity, along with additional
and
polarities for
Sevagoth Prime's Shadow and 3
for
Shadow Claws Prime. Sevagoth Prime was released alongside
Epitaph Prime and
Nautilus Prime in Update 36.1 (2024-08-21).
Acquisition
Chassis Blueprint | ![]() |
Systems Blueprint | Neuroptics Blueprint |
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Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 1 |
Time: 3 Day(s) |
Rush: ![]() | |||||
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Sevagoth Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 4 |
![]() 2 |
![]() 5,250 |
![]() 1,675 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Sevagoth Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 8 |
![]() 2 |
![]() 1,100 |
![]() 3,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Sevagoth Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 10 |
![]() 4,250 |
![]() 1,200 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Sevagoth Prime, compared to
Sevagoth:
- Higher Shield (270/370 vs. 235/335)
- Higher Armor (185 vs. 160)
- Higher Energy (175/225 vs. 140/190)
- Higher Starting Energy (100 vs. 75)
- Additional
polarity (
vs.
)
- Additional
and
polarities on
Sevagoth Prime's Shadow (
vs.
)
- Additional 3
polarities on
Shadow Claws Prime (
vs. none)
- 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.
- When Sevagoth Prime wields his signature
Epitaph/
Epitaph Prime, the weapon deals +20% headshot damage.
Trivia
- Sevagoth Prime releasing after
Protea Prime breaks the Prime release order and the traditional two male and two female pairing, skipping past
Xaku and
Lavos, while no other female Prime Warframe was released before or after Protea Prime.
Media
Passive
Intertwined forever in life and death, Sevagoth and his Shadow exhibit numerous unique properties and interactions, highlighted in the tabs below:

On fatal injury and entering Bleedout, Sevagoth's body petrifies into a broken tombstone as his Shadow manifests itself. Control the Shadow to collect the souls of 5 enemies by casting
Consume via the ability, quick melee, or fire weapon buttons with a targeted enemy on the aiming reticle (default 2 , E and LMB respectively), reviving Sevagoth upon a full harvest. Alternatively, allies may manually revive Sevagoth by interacting with his tombstone.
- While the passive is activated, a soul counter appears above Sevagoth's ability icons indicating the number of remaining enemies required to revive Sevagoth, as well as a bleedout gauge that counts down toward his death. If
Exalted Shadow is unlocked, the Death Well is replaced by the soul counter until Sevagoth revives.
- Sevagoth's Shadow summoned by the passive is still vulnerable to damage and status effects except for
Knockdown. It utilizes its equipped Mods and Arcanes, but cannot cast its other abilities. In Solo play, dying as the Shadow will end Bleedout and kill Sevagoth early. In Co-op, his Shadow simply vanishes, and his tombstone will remain for the rest of his bleedout timer, still available to be revived by his allies.
Consume is altered to cost 0 Energy to cast and inflicts armor and shield-bypassing damage equal to the target's total hitpoints, instantly killing non-boss enemies.
- Although
Shadow Claws cannot be used to directly attack, Sevagoth's Shadow can still block incoming frontal damage (default hold RMB ) to prolong its durability until the soul harvest is complete.
- However, the claws may still perform a heavy melee attack or slam (default MMB ). Enemies killed via this method do not count toward reviving Sevagoth.
- The player can still reach extraction while bleeding out and controlling Sevagoth's Shadow.
Undying Will and
Renewal will still function normally on Sevagoth's Tombstone.
- Undying Will has no effect when equipped on the Shadow.
Unairu's
Last Gasp will not prompt on Sevagoth's Tombstone.
- Tombstone does not prevent Sevagoth from dying in Arbitrations; he will still enter the Tombstone animation before immediately dying.
- When Sevagoth is the player's equipped Warframe,
Sevagoth's Shadow is available for customization with its own Upgrade, Appearance, and Abilities tabs in the Arsenal loadout screen after reaching Warframe Rank 10.
- While controlling Sevagoth's Shadow via the passive ability and
Exalted Shadow, the player's HUD fades into a monochrome tint with vaporous visual effects animating along the edges. The Shadow itself visually resides at the eyes of twin storms of darkness that follow from above and below, while a dark fog shrouds the environment in the distance.
- Due to the Shadow's bulk, the player's camera angle is set to a different attach point than Warframes.
- The Shadow can perform all Warframe Maneuvers as well as interactions such as Hacking, picking up collectibles such as Ayatan Treasures and Granum Crowns, and reviving allies from Bleedout.
- The Shadow uses custom double jump and dodge animations, where it spins and twirls in a full rotation as it moves toward the input direction.
- However, the Shadow cannot pick up carriables such as Mobile Defense datamasses or Excavation power cells, and cannot interact with Sevagoth's Tombstone to revive himself.
- The Shadow cannot use Gear items or perform Emotes.
- Upon receiving fatal damage, the Shadow does not enter Bleedout, instead reverting the player's control back to Sevagoth's body with no incurred penalty.
- While within an ability nullification sphere from enemies such as Nullifier Crewman or Isolator Bursa, Sevagoth's Shadow receives damage to its Health pool as 15% of its maximum health pool every half second.
- Replacing Exalted Shadow via Helminth will remove access to all of the Shadow's abilities. However, Sevagoth's Tombstone passive will still function normally.
- The Shadow's abilities can not be replaced by Helminth.
- Sevagoth's Arbitration strength bonus does not apply to Shadow's abilities.
- On
Sevagoth Prime, he is accompanied by
Sevagoth Prime's Shadow. The only difference is the addition of
and
base polarities on the Prime (
vs.
), otherwise their stats are identical.
- The Shadow is invulnerable to knockdown effects.
- For the exalted weapon article, see Shadow Claws.
- When Sevagoth is the player's equipped Warframe,
Shadow Claws/
Shadow Claws Prime is available for customization with its own Upgrade tab in the Arsenal loadout screen after reaching Warframe Rank 10.
- Shadow Claws are accessed via
Exalted Shadow and comes with its own unique melee stance,
Ravenous Wraith.
- The stance's rank for Shadow Claws corresponds to the ability rank of Exalted Shadow on Sevagoth.
- Shadow Claws' colors automatically match the Appearance loadout of Sevagoth's Shadow.




- Appearance menu consists of helmet, skin, attachments, and color options.
- Attachments only contain the Ephemera selection.
- The Shadow's energy colors automatically match the selected colors on Sevagoth's Appearance loadout.
- The flesh-like collar around Sevagoth's neck is enlarged, causing the lining of spikes to protrude more prominently.
- The inner pieces of the shawl normally dangling freely are enlarged and warped into malleable arms ending in razor-sharp claws. The wires wrapped around his arms become unfurled and hang freely in front.
- Elongated spikes protrude from its spine, while the spinal cord act as a tail.
- Sevagoth's upper and lower limbs as well as his main body are missing, replaced by flowing shadows and ghostly vapor that emanate from the Shadow.
Abilities
Sevagoth and his Shadow both possess a unique set of four abilities with different modding benefits, highlighted in the tabs below:
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Reap Sevagoth’s Shadow flies outward ravaging enemies in his path. Survivors are damaged by Death’s Harvest over time. The souls of the dead fill the Death Well. Introduced in Update 30.0 (2021-04-13) |
![]() ![]() 10 / 20 / 30 / 50 % (damage vulnerability debuff) |
![]() 5 / 7 / 8 / 10 s (debuff duration) | |||
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Misc:
10 / 15 m/s (tap-cast flight speeds) |
Info
- Sevagoth expends
25 energy to sever apart from his Shadow and expel it toward the direction of his aiming reticle. Reap's Shadow is an invulnerable flying object that lasts for 2.5 / 3 / ? / 6 seconds, with a variable flight speed of 10 meters per second if cast by tapping the ability key, or 20 meters per second if held down. The Shadow's harrowing wail weakens all enemies within
2 / 3 / ? / 8 meters, inflicting
100 / 150 / 200 / 250
Radiation damage and marking them with
Death's Harvest; marked enemies receive
10% / 20% / 30% / 50% Damage Vulnerability for
5 / 7 / 8 / 10 seconds. Only 1 Shadow from Reap may be active at once per player.
- Casting speed is affected by Casting Speed.
- Damage and Harvest mark only apply to each individual enemy once per instance of Reap.
- Reap's damage can benefit from Harvest marks inflicted by a previous instance of Reap or
Death's Harvest.
- Reap's Shadow is tracked on the minimap as an allied blue dot.
- Recasting the ability will remove the current Shadow and send out a new one.
- While the Shadow is in flight, aiming once at a location (default RMB ) marks it as the Shadow's new travel direction, causing it to fly through the intended area until Reap expires or switching destinations; hold aim on an area to command the Shadow to accelerate its flight speed to 15 meters per second if Reap was cast via tapping the ability key, or 30 meters per second if held down; while aim is sustained by Sevagoth, the Shadow will continuously follow his reticle and encircle over the location the reticle rests upon.
- Reap's Shadow still experiences collision with objects and terrain, and will automatically attempt to maneuver around them.
- Casting Reap directly on or aiming once on a targeted enemy will not cause the Shadow to follow it.
- Manually blocking with a melee weapon will not redirect the Shadow.
- The Shadow will audibly respond to Sevagoth's aim to indicate it is rerouting.
- Ability Synergy:
- Enemies seeded with
Sow hit by Reap are dealt 25% of their current health as
True damage and detonate, dealing 25% of their current health as
Blast damage to all enemies in a 4 meter radius.
- Explosion damage has no falloff.
- While
Gloom is active, enemies damaged by Reap's Shadow heal Sevagoth's health.
- Each enemy marked then killed by any source, or directly killed by Reap's Shadow fills 5% of the Death Well for
Exalted Shadow.
- Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
- Enemies seeded with
- Casting Reap is an upper-body animation that allows movement and Maneuvers while restricting other actions.
- Sevagoth visually raises his arms to open a portal for the Shadow to fly through. As the Shadow flies, it constantly emits an eerie wail with shadows trailing in its wake. Affected enemies emit shadow tendrils flailing from their torso. Upon expiration, the Shadow collapses into a fading blackhole to return to Sevagoth.
- Reap's Shadow uses Sevagoth's Shadow's Appearance customizations, except for energy color which uses Sevagoth's Appearance loadout selection.
- Reap's Shadow will expire prematurely upon colliding with a null bubble from enemies such as Nullifier Crewman or Isolator Bursa.
Augment

- Main article: Shadow Haze
Shadow Haze is a Warframe Augment Mod for Sevagoth that increases the Critical Chance from any source against enemies affected by
Reap or
Death's Harvest. When affected enemies die, a new Reap Shadow spawns from their corpse and seeks other enemies, up to a maximum of 3 active Shadows at all mod ranks.
![]() |
![]() 2 ![]() |
Sow Plant a death seed in nearby targets to drain their lifeforce. Reap what has been sown to detonate afflicted enemies, dealing a percentage of their health as radial damage. The souls of the dead fill the Death Well. Introduced in Update 30.0 (2021-04-13) |
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Misc:
100 - 25 % (damage falloff) |
Info
- Sevagoth expends
50 energy to damn the souls of the wicked and implant death seeds into all enemies within a radius of
10 / 12 / 14 / 16 meters. Seeded enemies decay toward death taking
100 / 150 / 200 / 250
True damage per second over
5 / 8 / 11 / 10 seconds.
- Does not require Line of Sight to inflict damage.
- Has Damage Falloff starting from half range to a maximum of 25% at max range.
- Casting speed is affected by Casting Speed.
True damage inflicts armor-bypassing damage directly to health, ignoring any shield values enemies have.
- Ability Synergy:
- Sown enemies hit by
Reap are dealt 25% of their current health as
True damage and detonate, dealing 25% of their current health as
Blast damage to all enemies in a 4 meter radius.
- Explosion damage has no falloff.
- While
Gloom is active, Sown enemies heal Sevagoth's health as they take damage per second.
- Each enemy seeded then killed by any source, or directly killed by Sow fills 5% of the Death Well for
Exalted Shadow.
- Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
- Sown enemies hit by
- Casting Sow is an upper-body animation that allows movement and Maneuvers while restricting other actions.
- Sevagoth visually conjures rising darkness around him that briefly remains visible to indicate the effective range, as he spreads his arms to sow the death seeds into his foes. Affected enemies are shrouded in a cloak of darkness with a tint of Sevagoth's chosen energy colors.
Augment

- Main article: Dark Propagation
Dark Propagation is a Warframe Augment Mod for Sevagoth's
Sow that spreads its effects when affected enemies die. Additionally,
Death's Harvest gains the ability to inflict Sow.
![]() |
![]() 3 ![]() +.75-7.5/s |
Gloom Summon a radial pulse wave that ensnares and slows enemies, siphoning their lifeforce for the Death Well. Allies within the wave steal health with each attack. Introduced in Update 30.0 (2021-04-13) |
![]() 1 / 2 / 3 / 5 % (life steal) |
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Misc:
95 % (slow cap) | |||
Subsumable to Helminth |
Info
- Sevagoth unleashes flowing darkness around him, as a radial wave pulses out at a speed of
1 / 1.2 / 1.5 / 2 meters per second, beginning from
1 / 2 / 3 / 4 meters then expands up to
5 / 8 / 11 / 16 meters. Enemies within his aura suffer from
25% / 30% / 33% / 35%
Slow, whilst Sevagoth and allies standing within gain
1% / 2% / 3% / 5% lifesteal for damage dealt with weapons and abilities against any enemies.
- Slow is capped at 95%, achievable with 272%
Ability Strength.
- Slow does not update dynamically with changes to ability strength such as
Growing Power,
Molt Augmented, or
Arcane Ice Storm while active, only taking into account such effects when initially activated.
- Slow does not update dynamically with changes to ability strength such as
- Activation cast speed is affected by Casting Speed.
- Gloom also affects fighters flying too close to a Railjack, allowing the aura user to heal themselves while using a turret, be it via direct fire or offensive abilities such as
Shatter Burst.
- Sevagoth does not require enemies to be in Line of Sight to be slowed.
- Slow is capped at 95%, achievable with 272%
- Gloom costs
50 energy to deploy. Once active, Gloom reacts to enemy presence in its radius, slowing all enemies within. Each enemy slowed by Gloom drains a base amount of
0.75 energy per second, stacking up to a cap of 10 enemies for a maximum drain amount of
7.5 energy per second, to maintain the aura until deactivated manually by pressing the ability key again (default 3 ) or automatically when Sevagoth runs out of energy.
- Energy drain enemy cap is not affected by mods.
- Sevagoth himself, his Shadow, and allies within Gloom do not trigger energy drain per second, granting them a persistent lifesteal effect while in range.
- While Gloom is active, Sevagoth can replenish energy with flat energy gains, such as: Energy Orb, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes.
- When infused into
Garuda,
Bloodletting replenishes energy even if Gloom is active as it is considered a flat Energy gain.
- When infused into
- While Gloom is active, Sevagoth can not replenish energy using
Energy Vampire, Rift Plane's innate energy regeneration, or Squad Energy Restores.
- While Gloom is active, but not draining energy, Sevagoth can replenish energy using
Rally Point,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring. If an enemy walks into range the energy replenishment from these effects will halt until the enemy is removed from the radius.
- Energy drain does update dynamically with changes to
Ability Efficiency and
Ability Duration while active, such as
Seismic Bond or
Arcane Ice Storm.
- While most enemies - including bosses - are slowed by Gloom, some specific enemies are completely unaffected by the slowing aura, such as:
- the Eidolons;
- Profit-Taker and Exploiter Orbs;
- Synthesis and Capture Targets;
- Arbitration Shield Drones;
- enemies with Overguard, such as Eximus;
- the Ropalolyst;
- the Stalker and his upgraded forms;
- some enemies in the Zariman Ten Zero tileset such as the Thrax Legatus, Thrax Centurions and Void Angels; and,
Narmer Archons.
- Do note that Sevagoth and his allies can still heal themselves while attacking these slow-immune enemies as long as everyone is within his aura.
- Going Operator mode while Gloom is toggled disables both its healing and slowing effects, even though the aura is still visible. Returning to Sevagoth promptly reactivates it, unless a nullifier bubble, a Disruption Demo Unit, or a possessed Exolizer crosses the frame to forcefully disable it.
- Ability Synergy:
- While Gloom is active, damage dealt by
Reap's Shadow and
Sow heal Sevagoth's health. Damage dealt by
Consume further heals the Shadow's health with lifesteal while the Shadow remains in range.
- Gloom remains activated and centered on Sevagoth's body during
Exalted Shadow.
- Each enemy alive within Gloom's radius fills 0.1% per second of the Death Well for Exalted Shadow.
- While Gloom is active, damage dealt by
- Casting Gloom is a full-body animation that restricts grounded movement and other actions. Deactivating Gloom is instantaneous and does not play an animation.
- Sevagoth visually conjures a shadow wave then sustains the ring of flowing darkness that indicates the aura radius, visible only to himself. Both he and his allies affected by Gloom visually emit a spiraling shadow torrent around their legs. Affected enemies visually appear hindered by three shadowy clouds around their head, torso, and thigh regions.
- Subsuming Sevagoth to the Helminth will offer Gloom and its augments to be used by other Warframes.
- When injected into
Lavos, Gloom is altered to cost 0 energy to cast and sustain, lasts for
12 seconds that triggers a 10 second cooldown after deactivation.
- When injected into
Tips & Tricks
- As the ability's energy drain is only dependent on the number of enemies within the slowing aura,
Blind Rage is a practical mod to equip to maximize the slowing effect. Do note that the reduced efficiency does increase the toggling cost.
- Investing in increased Energy reserves, such as by using
Flow (
Primed) or slotting
Azure Archon Shards, also ensures the longevity of a toggled Gloom aura.
- Investing in increased Energy reserves, such as by using
- Ability Strength bonuses from various sources can assist in reaching higher slow effect of Gloom and, in some cases, free mod slots.
- These, for example, include Helminth's
Empower,
Molt Augmented,
Sling Strength,
Crimson Archon Shards and several Warframes' Passives, if Gloom is infused as subsumed ability.
Protea trivializes the Ability Strength requirements to reach the Slow effect cap, as her additive 100% Ability Strength bonus every 4th ability cast means that she only has to mod for the remaining 72% Ability Strength, then reach the bonus by using her other abilities.
Dispensary also lets her manage the Energy costs easily.
- If Gloom is subsumed onto a given Warframe's fourth ability,
Precision Intensify can used to reach the slow cap, leaving only the 82% remaining Ability Strength to be reached with other sources.
- These, for example, include Helminth's
- When extracted, Gloom is a very versatile ability to infuse into Warframes that otherwise have no means to heal in their ability kits (i.e.
Mesa can heal herself with
Peacemaker as she shoots down enemies within range of her infused Gloom}.
Garuda can exchange
Blood Altar for Gloom, becoming a mobile offensive healer and crowd controller that is sustained extremely well by
Bloodletting. This comes at the cost of Blood Altar's disabling ability and its passive healing, as she must actively attack to heal herself.
Ember can easily reach 95% Slow effect with her passive, in combination with several Ability Strength mods.
- Gloom is an ideal skill to utilize in Defection, Excavation, Kuva Survival, the Arbitrations' version of Defense, and Void Armageddon missions, as well as Isolation Vault bounties in the Cambion Drift, as it can help in managing swarms of enemies attacking moving or shifting targets that players have to protect.
- Kavor Defectors and Arbitration Defense targets can heal themselves by shooting enemies while under the effects of Gloom.
- Hostile Necramechs are also slowed by Gloom, making aiming at their exposed weakpoints far easier. Also, Loid and Otak's survivability is increased as long as the Gloom user stays near them to keep the Infested at bay.
Inaros Prime can opt to infuse himself with Gloom to help Baro Ki'Teer survive better in Void Raider missions, not only to help manage incoming Nightwatch enemies but also, as with the above Defectors, help him heal himself when he attacks.
- Gloom will also affect Demo units in Disruption missions should they wander into range, but their nullifying pulses will briefly remove the slowing effect allowing for short "hops" towards the conduit. Coming too close to the Demo units while using the nullifying pulse can also dispel Gloom, so players should be mindful of reactivating it as soon as possible.
- Be careful when doing missions in the Zariman Ten Zero, as Thrax Legates and Centurions are not slowed by Gloom until their Overguard is dealt with and can take players by complete surprise.
- Note that Gloom can sometimes prolong the invulnerability phases of enemies, such as Torment while she is using
Tidal Surge, so be mindful of either moving away from them or disable Gloom to let them finish their invulnerability mode.
Bugs
- Gloom can sometimes inadvertently set off the alarms of data vaults in Spy missions when the aura slows down patrolling Sensor Regulators or Orokin Spectator drones.
- If subsumed onto Harrow, Thurible will not grant energy on kill if enemies are under the effect of Gloom
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Exalted Shadow When the Death Well fills to above 75%, Sevagoth’s Shadow form is ready to be released. Tear the enemy asunder with a collection of Melee-focused Abilities.
Introduced in Update 30.0 (2021-04-13) |
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Misc:
5 m (Shadow summoned propulsion) |
Info
- Immortalized by his reaping of souls, Sevagoth passively collects the life essences of enemies affected by or slain by
Reap,
Sow,
Gloom, or
Death's Harvest, gradually filling the Death Well gauge displayed above his ability icons. Once 75% of the gauge is filled, Sevagoth may leave his mortal body behind to transfer control into
Sevagoth's Shadow, which is propelled forward for 5 meters then drains 1% of the Death Well per second to remain summoned. Sevagoth's Shadow possesses four new Abilities:
Embrace,
Consume,
Death's Harvest, and
Reunite. Exalted Shadow will deactivate when the Death Well fully depletes, when the Shadow receives fatal damage or falls out of bounds, when Transference is initiated, or when
Reunite is cast.
- Sevagoth's physical body is invulnerable to damage and untargetable by enemies while taking control of Shadow.
- The Shadow will always spawn with full Shields, Health and initial Energy, regardless of its previous state on recast.
- Propulsion from summoning the Shadow carries forth Sevagoth's momentum when casting Exalted Shadow, allowing the player to gain extra distance once controlling the Shadow.
- If aim gliding while casting this ability, Sevagoth's body will be propelled forward in an arcing trajectory instead.
- When the Death Well reaches at least 75%, a sound indicator plays for the player, while the well's energy visually glows intensely, as energy veins emanate outside the well.
- While controlling Sevagoth's Shadow, he arms himself with his melee Exalted Weapon, the
Shadow Claws.
- Primaries and secondaries equipped on Sevagoth can not be used by the Shadow.
- Base damage is
100 / 125 / 200 / 250 damage distributed between 30%
Impact, 20%
Puncture, and 50%
Slash.
- Attacks have a 38% critical chance, 2.6x critical multiplier, 24% status chance, 1.0 attack speed, and a range of 1.5 meters.
- Damage is affected by
Ability Strength and most melee weapon mods.
- Ability Strength is taken from Sevagoth's stat, not the Shadow's.
- The mods that affect Shadow Claws include:
- damage (e.g.,
Steel Charge)
- physical (e.g.,
Heavy Trauma)
- elemental (e.g.,
Molten Impact)
- faction (e.g.,
Smite Grineer)
- critical chance and damage (e.g.,
True Steel and
Organ Shatter)
- status chance (e.g.,
Melee Prowess and
Virulent Scourge)
- status duration (e.g.,
Lasting Sting)
- attack speed (e.g.,
Fury and
Berserker Fury)
- Tennokai (e.g.,
Dreamer's Wrath)
Condition Overload
Drifting Contact
Healing Return
Relentless Combination
Shattering Impact
Enduring Affliction
- While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
- damage (e.g.,
- Shadow Claws can not be equipped with weapon augments (e.g.,
Justice Blades), weapon-specific mods (e.g.,
Covert Lethality), Melee Combo Counter Mods (except
Drifting Contact), Acolyte Mods (e.g.,
Blood Rush), or Amalgam Mods (e.g.
Amalgam Organ Shatter).
- Riven Mods are not generated for Shadow Claws.
- Ability Synergy:
- Sevagoth's Abilities will stay active during Exalted Shadow.
- Each enemy affected then killed by any source, or directly killed by
Reap's Shadow,
Sow, or
Death's Harvest fills 5% of the Death Well. Each enemy alive within
Gloom's radius fills 0.1% per second of the Death Well.
- The player must be directly controlling Sevagoth with Exalted Shadow deactivated to gain Death Well percentage from the eligible Abilities noted above.
- Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
- For each percent of the Death Well drained during Exalted Shadow, Sevagoth's health is healed by 1% of his maximum health pool once
Reunite is complete.
- Casting Exalted Shadow is a full-body animation that restricts movement and other actions.
- Sevagoth visually summons his Shadow which materializes in front of him. Sevagoth's body remains stationary in a levitating stance.
- While within an ability nullification sphere from enemies such as Nullifier Crewman or Isolator Bursa, Sevagoth's Shadow receives damage to its Health pool as 15% of its maximum health pool every 0.5 seconds.
- Sevagoth's Shadow will benefit from Archon Shards slotted into Sevagoth himself.
- Sevagoth's Shadow, and Shadow Claws, can benefit from Helminth Invigorations applied to Sevagoth as they are both considered exalted weapons.
- Any primary, secondary, and reload speed buff from invigorations will not have any benefit during Exalted Shadow as it uses melee exclusively.
Weapon

- Main article: Shadow Claws
Shadow Claws is Sevagoth's
Shadow's and
Sevagoth Prime's
Shadow's signature Exalted Weapon, summoned by activating the ability
Exalted Shadow. The weapon exclusively uses the
Ravenous Wraith stance.
- This weapon deals primarily
Slash damage.
Advantages:
- Very high critical chance and status chance.
- Highest critical multiplier of all Exalted Melee Weapons.
- Damage is affected by the combo counter.
Disadvantages:
- Low range.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set does not benefit Shadow Claws)
- Cannot equip Melee Combo Counter Mods (except
Drifting Contact), Acolyte Mods (e.g.,
Blood Rush), or Amalgam Mods (e.g.,
Amalgam Organ Shatter).
- Cannot equip Melee Arcane Enhancements.
Stance

- Main article: Ravenous Wraith
Ravenous Wraith is a unique Stance exclusive to Shadow Claws that can only be acquired and used by activating
Sevagoth's fourth ability,
Exalted Shadow. This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Shadow remains active.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral (While Not Moving) |
Cleaving Claws | N / A | N / A | ![]() | |||||||||||||||||||||
Forward (While Moving) |
Soul Thresher | N / A | N / A | ![]() | |||||||||||||||||||||
Forward Block (While Blocking & Moving) |
Void Torrent | N / A | N / A | ![]() | |||||||||||||||||||||
Block (While Blocking) |
Reaping Cyclone | N / A | N / A | ![]() | |||||||||||||||||||||
Heavy (Heavy Attack) |
Death Knocking | N / A | N / A | ![]() | |||||||||||||||||||||
Slide (While Sliding) |
Nightfall | N / A | N / A | ![]() | |||||||||||||||||||||
Aerial (While In Air) |
Mortal Squall | N / A | N / A | ![]() | |||||||||||||||||||||
Slam (Looking At Ground While In Air) |
Slam Attack | N / A | N / A | ![]() | |||||||||||||||||||||
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Tips & Tricks
Preparation modded on the Shadow will increase its initial starting energy. This energy will be restored every time Shadow is summoned.
Strength Mods | Duration Mods | Range Mods |
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Embrace Ghostly hands pull enemies into a flailing mass. Introduced in Update 30.0 (2021-04-13) |
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Misc: 80 ° (pull angle) |
Info
- Sevagoth's Shadow expends
25 energy to expand the reach of its grasp, tethering and reeling in all enemies standing within a conical area spanning
10 / 12 / 15 / 20 meters and a 80° angle centered on the aiming reticle. Grasped enemies are
Lifted helplessly for
5 / 6 / 7 / 8 seconds, during which their flailing bodies rapidly float toward the ability's casting location collecting together into a cluster.
- Does not require Line of Sight to pull enemies.
- Casting speed is affected by Casting Speed.
- Embrace is disabled on the Shadow when Sevagoth is bleeding out in his tombstone.
- Can be recast while active to grasp new enemies while releasing affected enemies. If cast on already affected enemies, Embrace renews Lifted duration and pulls them to the new casting location.
- Casting Embrace is a full-body animation that allows movement and Maneuvers while restricting other actions.
- Sevagoth's Shadow visually drags its claws along its sides and raises them into the air toward itself. Energy resembling its Shadow Claws rise from the ground at the edge of the conical area, then retracts to Sevagoth's Shadow, as multiple energy tethers link to the affected enemies pulling them into the Shadow's embrace.
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Consume Dash through enemies and rip out their souls to heal Shadow. Introduced in Update 30.0 (2021-04-13) |
![]() ![]() 10 / 15 / 20 / 25 % (life steal) |
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Misc:
Knockdown on hit |
Info
- Sevagoth's Shadow expends
25 energy to lunge forward horizontally across
5 / 8 / 11 / 14 meters toward the aiming reticle if cast without a target, or dashes through a targeted enemy within range.
- If an enemy was targeted, on contact with the targeted enemy only, Consume inflicts
1,000 / 1,500 / 2,000 / 2,500
Radiation damage and
Knockdown, while healing the Shadow's Health pool by
10% / 15% / 20% / 25% of the damage dealt. The target's soul is also ejected skyward and its body suffers from
Confusion for ? seconds.
- Dash speed is affected by Casting Speed.
- If an enemy was targeted, on contact with the targeted enemy only, Consume inflicts
- Ability Synergy:
- While
Gloom is active and the Shadow remains in range, Consume's damage further heals the Shadow's health with lifesteal.
- While Sevagoth is bleeding out in his tombstone, his summoned Shadow's Consume is altered to cast from the ability, quick melee, and fire weapon buttons (default 2 , E and LMB respectively), costs 0 energy, and inflicts armor and shield-bypassing damage equal to the target's total hitpoints to instantly kill non-boss enemies.
- While
- Casting Consume is a full-body animation that enforces directional movement while restricting other actions.
- Lunging without a target moves Sevagoth's Shadow across the horizontal plane.
- Lunging with a target causes Sevagoth's Shadow to home in toward its victim.
- Sevagoth's Shadow visually propels itself forward leaving lingering darkness in its wake. The targeted enemy falls to the ground as a copy of its silhouette floats into the air and dissolves away.
- The Shadow audibly responds upon making direct contact with the targeted enemy.
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Death's Harvest Inflict nearby enemies with a harrowing condition. Introduced in Update 30.0 (2021-04-13) |
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Misc: 5 % (Death Well gain per enemy) |
Info
- Sevagoth's Shadow expends
75 energy to let loose a harrowing wail to leave a death mark on all enemies within a radius of
5 / 8 / 10 / 12 meters. Marked enemies receive
10% / 20% / 30% / 50% Damage Vulnerability for
5 / 7 / 8 / 10 seconds.
- Does not require Line of Sight.
- Casting speed is affected by Casting Speed.
- Ability Synergy:
- Each enemy marked then killed by any source fills 5% of the Death Well for
Exalted Shadow.
- The player must be directly controlling Sevagoth with Exalted Shadow deactivated to gain Death Well percentage from Death's Harvest.
Dark Propagation allows Death's Harvest to inflict
Sow.
- Each enemy marked then killed by any source fills 5% of the Death Well for
- Death's Harvest is disabled on the Shadow while Sevagoth is bleeding out in his tombstone.
- Can be recast while active to mark new enemies in range. Marks do not refresh on already affected enemies in range of a new instance.
- Casting Death's Harvest is a full-body animation that stops grounded movement and other actions.
- Sevagoth's Shadow visually claps its claws together below itself, wailing eerily as rising shadows briefly outline the ability radius before fading away. Marked enemies emit flailing shadow tendrils from their torso.
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Reunite Sevagoth and his Shadow become one. Introduced in Update 30.0 (2021-04-13) |
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Misc:
∞ (teleport range) |
Info
- Sevagoth's Shadow transfers its master's consciousness back into his physical body, by teleporting Sevagoth over unrestricted range to the Shadow's location and merge together at no cost. Reunite is automatically cast if the Death Well is empty, if Shadow receives fatal damage, or if Sevagoth's body enters an ability nullification sphere.
- Teleport range is not affected by mods.
- As Sevagoth's Shadow, the Death Well gradually drains until empty. Casting Reunite ceases the drain on the meter.
- Using Transference will automatically cast Reunite.
- Ability Synergy:
- For each percent of the Death Well drained during
Exalted Shadow, Sevagoth's Health is healed by 1% of his maximum health pool once Reunite is complete.
- For each percent of the Death Well drained during
- Reunite is disabled on the Shadow while Sevagoth is bleeding out in his Tombstone.
- Casting Reunite is a full-body animation that stops grounded movement and other actions.
- Sevagoth's Shadow visually fades away as Sevagoth's body emerges from a shadowy portal below, then regains his composure and ceases levitating.
See Also
Strength Mods | Duration Mods | Range Mods |
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Patch History
Hotfix 36.1.4 (2024-08-28)
- Fixed a rare crash caused by using Sevagoth’s Gloom in a town.
Hotfix 36.1.3 (2024-08-27)
- Fixed Sevagoth Prime's Shadow Helmet showing as a cosmetic that you do not own in the inbox message received after purchasing Prime Access.
Hotfix 36.1.2 (2024-08-22)
- Fixed Sevagoth Prime’s Shadow having an entry in the Codex and in Player Profiles.
Update 36.1 (2024-08-21)
- Introduced Sevagoth Prime.
- Sevagoth Fixes:
- Fixed Sevagoth’s Shadow not having its temporary invulnerability on subsequent casts after its initial spawn.
- Fixed Sevagoth Shadow Claws having a Naramon polarity in the Stance slot.
- Since Shadow Claws’ pre-installed Stance has no polarity, this had no effect on gameplay but the recent changes to polarity modding UI brought this discrepancy to light. Players who rearranged their polarities in the past will not have their polarities fixed.
- Fixed various armor offset issues on the Sevagoth Glaukus Skin.
- Fixed lingering Melee Incarnon Combo VFX while using Sevagoth’s Exalted Shadow.
- Fixed getting teleported outside of the level after being downed as Sevagoth in a Crewship when it explodes during a Railjack mission.
Hotfix 36.0.5 (2024-07-20)
- Fixed a crash caused by Sevagoth’s Sow.
Hotfix 36.0.4 (2024-06-26)
- Fixed Sevagoth’s Sow (with and without the Dark Propagation Augment) not applying to lifted enemies.
- Fixed Sevagoth’s Shadow missing its description in the Arsenal.
Hotfix 36.0.3 (2024-06-20)
- Fixed Sevagoth’s “Shadow Haze” Critical Chance not scaling with Ability Strength.
- For players that weren’t building around Ability Strength, this made it appear as if even its base 50% Critical Chance wasn’t applying. Now that scaling has been fixed, you can mod to increase that Crit Chance beyond 50%.
Hotfix 36.0.1 (2024-06-19)
- Fixed a script error in Sevagoth’s Sow ability.
Update 36.0 (2024-06-18)
- Augment: Sow -
Dark Propagation
- Sow can now be recast!
- Previously, Sow could not be recast if at least one enemy was affected by it. This has long been a feedback point from players requesting we allow it to be recast regardless of this and with the introduction of the new Augment Mod which will also benefit from this, it is now Sow! (heh).
- Fixed Sevagoth’s Shadow not benefiting from the Shadow Haze Augment Mod on enemies inflicted with Death’s Harvest.
- Fixed several Armor attachments having offset issues when equipped on Sevagoth’s Glaukus Skin.
Hotfix 35.5.3 (2024-04-04)
- Fixed the neck of Sevagoth’s Ezriel Helmet not being anchored to the body or adjusting based on movement. This was causing the Helmet to clip through the body like a solid piece.
Hotfix 35.0.9 (2024-01-17)
- Fixed the synergy between Sevagoth’s Reap and Sow abilities (enemies explode when hit by Reap while seeded with Sow) not working for Clients.
Hotfix 35.0.3 (2023-12-18)
- Fixed being unable to pull in Murmur enemies with Sevagoth’s Shadow’s Embrace.
Hotfix 35.0.1 (2023-12-13)
- Fixed an unintended sound effect at times occurring while playing Sevagoth with his Glaukus Skin equipped.
Update 35.0 (2023-12-13)
- Fixed the Shield Gate Invulnerability stat tooltip for Sevagoth not updating based on the equipped Shield Mods.
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:
SEVAGOTH
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 235 (from 90) / Max Rank - 335 (from 270)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)
SEVAGOTH'S SHADOW
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 475 (from 450)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)
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!
Hotfix 33.6.4 (2023-08-15)
- Fixed an issue with the sample used for Sevagoth’s Sow SFX.
Hotfix 33.6.3 (2023-08-03)
- Fixed Sevagoth’s Shadow Haze Augment buff applying inconsistently based on Ability Range. The Critical Chance bonus will now be consistent regardless of your modded Ability Range stat.
- Fixed becoming invisible and losing physics after dying as Sevagoth’s Shadow in the Undercroft.
Update 33.6 (2023-07-27)
- Augment: Reap -
Shadow Haze
Update 33.5 (2023-06-21)
- Fixed Sevagoth’s Shadow not benefiting from Decrees.
Hotfix 33.0.11 (2023-05-24)
- Fixed script error that could occur when joining a Squad with someone using Sevagoth.
Update 33.0 (2023-04-26)
- Fixed Sevagoth’s Death Well continuing to drain after swapping in and out of his Shadow while affected by a Nullifier.
Hotfix 32.3.4 (2023-02-23)
- Fixed a crash related to Sevagoth abilities.
Hotfix 32.2.10 (2023-01-18)
- Fixed script error with Sevagoth’s Reap.
Hotfix 32.2.9 (2023-01-11)
- Fixed Sevagoth’s Shadow not appearing the second time you get downed to revive yourself.
Hotfix 32.0.9 (2022-10-05)
- Fixed Clients experiencing loss of function after dying while using Sevagoth’s Exalted Shadow.
Hotfix 32.0.5 (2022-09-15)
- Fixed Sevagoth various healing abilities not activating Archon Intensify.
Update 32.0 (2022-09-07)
- Fixed Sevagoth being stuck in slow motion after being controlled by Mutalist Alad V and casting Gloom.
- Fixed the +100 Ability Duration and Status Immunity Helminth Invigorations not applying to Sevagoth’s Shadow.
- Fixed crash after picking up certain items (e.g. Vomvalyst energy) with Sevagoth’s Shadow and then dying and respawning.
Update 31.6 (2022-06-09)
- Fixed certain Warframes (notably while using Sevagoth’s Exalted Shadow) losing functionality and getting stuck in t-pose after entering the Void Cascade Exolizer anti-Warframe bubbles.
- Fixed Sevagoth’s Gloom FX being applied to dead Amalgam Spectralysts.
Hotfix 31.5.5 (2022-05-03)
- Fixed the Sevagoth’s Shadow Skin and Helmet stating in its description that it “is a cosmetic for an item which you do not own” when you do in-fact own it.
Hotfix 31.5.1 (2022-04-27)
- Fixed Sevagoth’s Shadow becoming indefinitely invulnerable after being spiked by a Void manifestation.
Update 31.5 (2022-04-27)
- Fixed script error related to Sevagoth’s Shadow attempting to attack a decoration.
Update 30.9 (2021-11-11)
- Fixed player not reviving properly as Sevagoth’s Shadow if they die in Archwing in Railjack missions.
- Fixed Sevagoth Gloom FX affecting Titania’s Razorflies.
Hotfix 30.5.2 (2021-07-07)
- Fixed Sevagoth's Shadow having his own independent pool of Antiserum Charges, allowing him to use 3 of his own and 3 of Sevagoth's. Now Sevagoth’s Shadow respects the maximum of 3 Antiserums total across Warframe, Operator, and Sevagoth’s Shadow.
- Fixed HUD not properly showing the number of Antiserum Charges you have accumulated between your Warframe, Operator, and Sevagoth’s Shadow.
- Fixed Sevagoth’s Shadow not being able to use any Antiserum Charges if he hasn't picked up any since you've taken control of him, despite Sevagoth having Antiserum Charges available.
- Fixed poor placements of the Asakage Blade of the Lotus Shoulder Armor on Sevagoth.
Hotfix 30.3.5 (2021-06-10)
- Fixed some Affinity double dipping with Sevagoth & his Shadow/Shadow Claws.
- Fixed Sevagoth Shadow/Shadow Claws kills not granting Focus if Sevagtoh has a Focus Lens.
Hotfix 30.3.4 (2021-06-02)
- Fixed Sevagoth's Shadow not using the proper Energy colours if you change to a different Sevagoth.
Update 30.3 (2021-05-25)
- Fixed a rare crash that could occur when a player using Sevagoth abandoned a mission.
- Fixed killing with Sevagoth’s Shadow Claws not earning Affinity for the Claws.
- Fixed inability to use Melee Heavy Attack after second Sevagoth Shadow summon unless Melee is already in hand.
Hotfix 30.2.2 (2021-05-13)
- Removed Sevagoth’s Shadow visually animating while he’s invisible due to visual noise.
Update 30.2 (2021-05-12)
- Fixed (again) Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.
- Removed Sevagoth’s Gloom FX applying to Sentinels due to too much visual noise.
- Disabled Sevagoth’s Shadow being able to pick up stolen weapons.
- This addresses Stolen weapons picked up by Sevagoth’s Shadow not being returned.
- Fixed having a Menu open while Sevagoth’s Shadow expires resulting in the Menu becoming mini sized.
- Fixed Kuva Lich finisher sounds when in Sevagoth’s Shadow.
- Fixed the Sevagoth Tombstone Form Fan Art by Zarionis not displaying properly when used as a Display.
- Fixed wrong localized description for Sevagoth’s Agile Animation.
Hotfix 30.1.1 (2021-05-05)
- Sevagoth’s Shadow Embrace now respects Bosses that have ragdoll resistances (Vay Hek, Ambulas, etc). If the enemy has crowd-control resistance, repeated Embrace casts will have reduced Duration to adapt against said enemies.
- Fixed inability to Swap Polarities for Sevagoth’s Shadow.
- Fixed being able to butt scoot while in Sevagoth Tombstone.
Hotfix 30.0.8 (2021-04-27)
- Fixed a functionality loss if in Sevagoth preadeath Shadow form while on an enemy Crewship that explodes.
- Fixed using Sevagoth’s Shadow Consume ability on squadmates (with friendly fire on) in the Simulacrum causing their Warframe/Operator to go invisible and possible loss of functionality.
Hotfix 30.0.7 (2021-04-22)
- Sevagoth’s Gloom Energy cost is now prevented from increasing to 1.5 per enemy as the radius grows, and drain is capped at a maximum of 10 enemies.
- As indicated by previous patch notes this was intended for Hotfix 30.0.6 but it just missed the build!
Hotfix 30.0.6 (2021-04-20)
- Increased Sevagoth’s Armor from 110 to 150.
- Added functionality to now ‘Hold’ Sevagoth’s Reap on cast to speed up the Shadow by 2x.
- Made improvements towards Sevagoth’s Reap movement to alleviate the Shadow becoming stuck in numerous situations. He may still get stuck in some cases, but his movement should be less jerky and should no longer try to dig his head into a wall.
- Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range. Equip Efficiency Mods (Streamline, etc) to reduce! NOTE: there is another planned change which missed this build, which prevents the energy cost from increasing to 1.5 per enemy, and caps the drain at a maximum of 10 enemies. Look for that in the near future.
- Added custom sound when entering Sevagoth’ pre-death Tombstone.
- Fixed Sevagoth’s Shadow breaking Railjack Battle Mods icon and button callout.
- Fixed Sevagoth gaining permanent invisibility if temporary effect expires while in Shadow form.
- Another fix towards Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.
- Fixed incorrect loadout showing when Mod Linking a loadout for Sevagoth's Shadow.
- Fixed Client FoV settings getting reset after using Sevagoth’s Shadow.
Hotfix 30.0.5 (2021-04-16)
- Fixed Sevagoth’s Shadow form not disappearing if you enter your Arsenal. LOL.
Hotfix 30.0.4 (2021-04-16)
- Fixed a crash when using Sevagoth.
Hotfix 30.0.3 (2021-04-15)
- Fixed an issue with accounts that created a Kuva Lich using Sevagoth’s Shadow and vanquished a Lich with such a progenitor. All players in this case will have their affected weapon with 55% Impact Damage.
- Fixed a crash caused by Sevagoth’s passive.
- Fixed Larvlings being killed by Sevagoth’s Shadow using his Shadow as the progenitor instead of Sevagoth himself. Also fixed a crash that could be caused by Liches generated by Sevagoth’s Shadow.
Hotfix 30.0.2 (2021-04-14)
- Fixed a crash that could occur if Helios attempted to scan while playing as Sevagoth.
- Fixed items picked up by Sevagoth's Shadow being duplicated whenever you switch to him.
Hotfix 30.0.1 (2021-04-13)
- Fixed Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.
- Fixed Sevagoth not being able to use two colors on his emissives.
Update 30.0 (2021-04-13)
- Introduced.
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