Release Date: October 25th, 2012
Resuscitate the dying wounded and protect the weak, soon miraculously revitalized to their optimal state. Brave the crossfire to commence emergency triage, then regenerate and energize her patients as Trinity, the Combat Medic. Dispense her gifts aplenty at her foes' expense, and bestow the blessing of youthful vigor to escape the curse of mortality.
Acquisition
Trinity's main blueprint can be purchased from the Market. Trinity's component blueprints are obtained from defeating Ambulas on Hades, Pluto.Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
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Ambulas Assassination | 22.56% | ~ 4 Kills | 27 ± 9 Kills |
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Ambulas Assassination | 38.72% | ~ 2 Kills | 14 ± 4 Kills |
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Ambulas Assassination | 38.72% | ~ 2 Kills | 14 ± 4 Kills |
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, Trinity's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Historical
- Prior to Hotfix 22.8.3 (2018-01-11), Trinity's component blueprints dropped from Captain Vor & Lieutenant Lech Kril on Exta, Ceres.
- Prior to Update 11.5 (2013-12-19), Trinity's component blueprints dropped from Captain Vor & Lieutenant Lech Kril on Iliad, Phobos.
Crafting
Manufacturing Requirements | |||||
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Time: 3 Day(s) |
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Trinity Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 150 |
![]() 1 |
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![]() 500 |
Time: 12 Hour(s) |
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Trinity Chassis Blueprint | |||||
![]() 15,000 |
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Time: 12 Hour(s) | |
Rush: ![]() | |||||
Trinity Systems Blueprint | |||||
![]() 15,000 |
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Time: 12 Hour(s) |
Rush: ![]() |
Trivia
- The word Trinity is the name for the Christian doctrine which holds that there is one God in three Divine Persons, the Father, son and the Holy Spirit. It could also be in reference to the classic "holy trinity" in MMO parties: tank, DPS, healer.
- The names of her alternate helmets are based on notion related with healing and medicine.
- Trinity's immortal skin has an Ankh, the symbol of eternal life, stretching from her chest to her lower abdomen.
- Prior to Hotfix 22.8.3 (2018-01-11), Trinity parts blueprints dropped from Captain Vor and Lieutenant Lech Kril on Exta, Ceres. This is now the drop location of
Frost.
Release Date: October 6th, 2015
Trinity Prime is the Primed variant of Trinity, possessing a higher shield, armor, and sprint speed, as well as an additional
and
polarities. Trinity Prime was released alongside
Dual Kamas Prime and Kavasa Prime Collar.
Acquisition
Chassis Blueprint | ![]() |
Systems Blueprint | Neuroptics Blueprint |
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Vaultings
- On August 23rd, 2017, it was announced that Trinity Prime, alongside
Dual Kamas Prime and Kavasa Prime Collar, would enter the Prime Vault and be retired from the reward tables on August 29th, 2017. Any preexisting components or fully-built frames will remain as is.
- On June 5th, 2018, Trinity Prime and an exclusive Syandana were released as Twitch Prime benefits, similar to how
Frost Prime was released to Twitch Prime subscribers. This offer expired on 12 March 2019.
- Trinity Prime, alongside
Dual Kamas Prime, Kavasa Prime Collar,
Nova Prime,
Soma Prime, and
Vasto Prime, was available again from May 26th, 2020 to September 29th, 2020.
- Trinity Prime was available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.
- Trinity Prime was available from Prime Resurgence which ran from September 27, 2024 to October 24, 2024
Crafting
Manufacturing Requirements | |||||
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Time: 3 Day(s) |
Rush: ![]() | |||||
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Trinity Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 450 |
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![]() 9,000 |
![]() 1,100 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Trinity Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 1 |
![]() 500 |
![]() 1,200 |
Time: 12 Hour(s) | |
Rush: ![]() | |||||
Trinity Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 3 |
![]() 1 |
![]() 9,000 |
![]() 1,350 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Trinity Prime, compared to
Trinity:
- Higher Shields (455/555 vs. 270/370)
- Higher Armor (135 vs. 105)
- Higher Starting Energy (125 vs. 75)
- Higher Sprint Speed (1.1 vs. 1.0)
- Additional
and
Polarities (
vs.
)
- 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 Trinity Prime casts
Blessing, she emits a pillar of light from her body and additional sound effects that do not occur with the Trinity base model.
- Trinity Prime is tied with
Vauban Prime for the most
Cryotic requirement of any Warframe.
Trivia
- In Update 17.5 (2015-10-01), a glitch caused the Trinity Prime and
Dual Kamas Prime parts to drop in the Orokin Void one week before their planned release date. This was fixed in Hotfix 17.5.1 (2015-10-01)
- Concluding With Trinity Prime, the original 8 Warframes (
Ash,
Ember,
Excalibur,
Loki,
Mag,
Rhino, Trinity and
Volt) have all received their prime versions, marking a milestone for WARFRAME since its closed beta.
- Trinity Prime has a unique way of holstering her Melee and Primary weapons by placing them vertically down on her back. Trinity holds this distinction with
Chroma, and
Nekros.
- The moving energy pattern on the front of Trinity Prime's helmet resembles a heart beat on a cardiograph, referencing her role as a healer.
Media
Passive
Trinity and allies in her Affinity Range gain Lifegiver, which increases their Health equal to 50% (25% in Conclave) of Trinity's total Energy pool.
- Lifegiver can be increased by energy pool Mods, such as
Flow,
Primed Flow, and
Archon Flow, as well as Azure Archon Shard.
Abilities
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Well of Life Create a well of life on an enemy who will absorb Status Effect damage intended for nearby allies. Allies gain additional Health when they attack the target. If allies die, enemies in the well of life die in their stead. Introduced in Update 4 (2012-11-02) |
![]() 0.25 / 0.5 / 0.75 / 1 % (lifesteal on hit) |
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![]() ? / ? / ? / 20 m (healing radius) | |||
Misc:
Invulnerable target | |||
Subsumable to Helminth |
Info
- Trinity expends
25 energy to imbue a single enemy target within
100 meters with life energy and suspends it in midair. The enemy is Invulnerable and incapacitated, lifted airborne, and emits an
? / ? / ? / 20 meter aura for
? / ? / ? / 20 seconds. A maximum of 3 targets can be turned into a Well of Life. 100% of damage suffered by the invulnerable enemy target is stored and dealt in full when the ability ends; while active, aim at the target and press the ability key again (default 1 ) to release the target early.
- Affects the target immediately upon cast.
- Casting time of 2 seconds is affected by Casting Speed.
- Well of Life targets are not removed from mission progression objectives (i.e. Defense waves) while affected.
- Casting beyond the max number of targets will release the oldest Well of Life target.
- Well of Life imparts multiple effects on Trinity and her allies within its aura:
- Healing per second and Lifesteal: Trinity and her allies are healed
25 / 50 / 75 / 100 Health points per second inside the aura. Damaging the well instantly heals the attacking ally for
0.25% / 0.5% / 0.75% / 1% of the damage dealt over infinite range, as well as applying the damage-converted healing to all allies inside the aura.
- Allies affected by the radial healing include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitration Defense Operatives, and Defense Objects.
- Defense Object healing is uncapped, making this ability one of the only abilities in the game not subjected to this healing cap.
- Status Effect negation and Well percentage health damage: each status effect received by allies inside the aura are negated, spawning a wisp from the ally to seek the Well target, damaging it for 10% of its maximum health (5% on boss enemies). Wisps are restricted to spawning at a rate of once per second.
- Wisps do not deal any inherent damage type, bypassing any normal damage calculation steps.
- Wisps can be triggered by self-stagger.
- Immortality: if Trinity herself, fellow
Tenno or Companion takes fatal damage inside the aura, the Well of Life target is killed to negate Bleedout, while fully healing the revived ally and granting them 5 seconds of Invulnerability. The revived ally experiences a 60 second cooldown before they can revived by a Well of Life again.
- Cannot revive an ally already in bleedout state, by casting a Well of Life nearby afterward.
- Immortality cooldown per ally is shown beside the ally's hitpoints indicator and tracked by Trinity in her squad list.
- Healing per second and Lifesteal: Trinity and her allies are healed
- Ability Synergy:
Link can tether to a Well of Life target, applying lifesteal during Link's Damage Redirection.
- Well of Life is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
- If the target dies before Trinity finishes her casting animation, the energy cost is refunded.
- Subsuming Trinity to the Helminth will offer Well of Life and its augments to be used by other Warframes.
- However, Subsumed Well of Life's revive cooldown is increased to 120 seconds.
Augment

- Main article: Pool of Life
Pool Of Life is a Warframe Augment Mod that makes enemies marked by Trinity's
Well of Life drop Health Orbs, with a chance to drop an additional Energy Orb.
Tips & Tricks
- Well of Life can effectively lock down a Synthesis Target for scanning.
- Additionally, the invulnerability offers the target temporary protection from accidental death, but stored damage will be dealt in full when the ability ends.
Bugs
- If Well of Life is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave, but it also will be suspended in midair for the duration of the skill.
- In Corpus levels, if the player targets something outside of the above-mentioned range [clarification needed], the nearest turret (and possibly cameras) will be targeted.
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Energy Vampire Allies will gain energy over time when enemies are marked with Energy Vampire. Introduced in Update 4 (2012-11-02) |
![]() 6.25% (damage percentage) ≥25% (damage health threshold) |
![]() ? (pulse interval) | |||
![]() 15 / 17 / 20 / 25 m (pulse radius) | |||
Misc:
5 (min |
Info
- Trinity expends
50 energy to extract pure energy from a single enemy target within
100 meters. The target is incapacitated in place, glows bright blue and emits an energy pulse per
? second over
5 / 6 / 7 / 9 seconds. Each energy pulse restores
10 / 15 / 20 / 25 energy points to Trinity and allied Warframes within a radius of
15 / 17 / 20 / 25 meters, while the target is constantly
Staggered. During this time,
6.25% of the target's current health is dealt to it as
True Damage each pulse, bypassing the target's Shields. If the target's health drops, or is already, below
25% of its maximum value the target will instead be dealt 6.25% × 25% = 1.5625% of the its maximum health as
True Damage each pulse. A maximum of 1 target can be marked by Energy Vampire.
- If a marked target dies, all remaining pulses are released at once.
- Pulse interval is inversely affected by
, meaning more Duration increases the amount of time for the pulses to release. However, the interval is capped at 2.25 seconds.
- Increasing
Ability Duration will cause the pulses to take longer to come out but increases the number of pulses, while decreasing Ability Duration quickens the pulses.
- Increasing
- The 6.25% damage percentage is applied to either the target's remaining health or to 25% of its maximum health - whichever is greater at the time of each pulse. Each energy pulse inflicts at least 5
True damage if the resulting damage is below 5 damage points.
- Cast time of 1.2 seconds is affected by Casting Speed.
- The pulses' stagger will not interrupt the attacks of heavy enemy units. It also does not affect enemies immune to stagger, such as Grineer Rollers, Corpus Ospreys, or certain bosses.
- Energy Vampire can be recast.
- Casting Energy Vampire on a different enemy will remove the effects from the currently afflicted enemy.-
- Energy Vampire cannot be cast on invulnerable targets.
- If Energy Vampire is cast on a Manic during its vulnerable phase, pulses can continue through its invulnerable phase.
- Players with channeled abilities active do not gain energy from Energy Vampire.
- Energy Vampire is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
Augment

- Main article: Vampire Leech
Vampire Leech is a Warframe Augment Mod for Trinity that causes
Energy Vampire to convert excess energy into Shields, and will even boost into Overshields.
Tips & Tricks
- Casting Energy Vampire on a weak enemy and killing it will grant players a quick burst of energy.
- While increased duration slows energy gain by spreading the pulses over a longer period, killing the target quickly negates this penalty, allowing Trinity's other abilities to benefit from increased duration.
- Decreasing Energy Vampire's duration via Corrupted Mods will quicken the energy restoration at the cost of a shortened span of stagger control per cast.
- With a maxed
Transient Fortitude and
Fleeting Expertise, a rank-3 Energy Vampire will trigger all four pulses over 1.125 seconds, staggering the target only once at most.
- A low duration build will allow Trinity to cast Energy Vampire multiple times on a single target, providing a large source of energy and quickly dealing true damage.
- With a maxed
- If used on Grineer Latchers, the Latcher will not be destroyed by the pulses and Energy Vampire can be cast upon it repeatedly for more energy. The effect will stop if it latches onto a player.
- Energy Vampire can be used on Sortie Bosses to make quick work of them, as it deals percentage based damage.
Bugs
- If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned.
- In Corpus levels, if the player targets something outside of the above-mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted.
- If Energy Vampire is cast on an Eidolon Vomvalsyt, it will not emit the remaining energy pulses if their physical form is destroyed before the effect wears off.
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Link Any damage taken while Link is active will be channeled to a nearby enemy. Introduced in Update 4 (2012-11-02) |
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Misc:
50% / 60% / 70% / 75% (damage redirection) |
Info
- Trinity expends
75 energy to link herself with up to
1 / 2 / 2 / 3 enemies within a radius of
12 / 14 / 17 / 20 meters for
? / ? / ? / 20 seconds. While linked, she receives 50% / 60% / 70% / 75% Damage Redirection, also transfers 100% of damage taken and any Status Effects inflicted on her toward the linked enemies.
- Casting time of 0.6 seconds is affected by Casting Speed.
- Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
- Status immunity applies to
Stagger and
Knockdown.
- Includes knockdown from environmental traps such as Corpus Laser Barriers. Note that tripping these barriers in Spy missions will still trigger vault alarms.
- Ability Synergy: Link can tether to a
Well of Life target, applying lifesteal during Link's Damage Redirection.
- If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
- Trinity cannot link with Stalker.
- Trinity and linked enemies will shine the color of her energy.
- Can be recast while active.
- Link is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
Augment

- Main article: Abating Link
Abating Link is a Warframe Augment Mod for Trinity's
Link that reduces the armor of all connected enemies.
Tips & Tricks
- Keeping this ability active when surrounded by high-level enemies will dramatically increase Trinity's survivability.
- Be careful of Link's slow, immobile cast delay, lest you become overwhelmed by burst fire.
- Use Trinity's
Energy Vampire to fuel Link's high energy cost.
- Link connects to enemies through walls and other obstacles, which serves as an early-warning system indicating if enemies are nearby.
- Be wary of mods and effects which reduce Ability Range as they make it harder to maintain an active link, and with that, Link's defensive benefits.
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Blessing Restore the health and shields of allies within Affinity Range while reducing the damage they take from enemies. Introduced in Update 4 (2012-11-02) |
![]() 25% / 30% / 40% / 50% (damage reduction) |
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Misc:
50 m (affinity range) |
Info
- Trinity expends
100 energy to invokes potent restorative and defensive power from within for herself and all allies within Affinity Range, restoring
40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health and granting them
25% / 30% / 40% / 50% Damage Reduction for
? / ? / ? / 15 seconds.
- Cast time of 0.5 seconds is affected by Casting Speed.
- Affinity Range is affected by
Mending Unity and Fosfor flares.
- Affinity Range increase for Archwing and Landscape missions also apply to the range of Blessing.
- Range is not affected by
Ability Range.
- Damage reduction is capped at 75%, achievable with 150%
Ability Strength.
- Affected allies include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitration Defense Operatives, and Defense Objects.
- On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.
- Blessing is uninterruptable. Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted.
- After life support has completely drained in Survival, losing all shields will prevent Blessing from restoring them similar to No Shields Nightmare mode.
- Does not restore or create overshields.
- While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
- Can be recast while active.
- Blessing's damage reduction will not disappear while recasting the ability.
Augment

- Main article: Champion's Blessing
Champion's Blessing is a Warframe Augment Mod for Trinity's
Blessing that increases their own primary and secondary Critical Chance based on the total percentage health healed, up to a +350% bonus.
Tips & Tricks
- Blessing's damage reduction increases the effectiveness of her
Vampire Leech augment's overshields.
- Fosfor flares greatly increase affinity range and Blessing range by 200m. Try them in open world Landscapes.
Narrow Minded does not decrease the range of Blessing, but does impact Trinity's other abilities.
- 125% Ability Strength or higher allows Blessing to completely restore shields from 0% and reliably reset shield gate invulnerability.
Bugs
- Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
- Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from
Wisp's
Reservoirs
Strength Mods | Duration Mods | Range Mods |
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Trinity can be equipped with the following items:
Cosmetics
Augments
See Also
Patch History
Hotfix 38.0.1 (2024-12-14)
- Fixed script error with Trinity's Link.
Update 38.0 (2024-12-13)
- Trinity Changes
A large part of Trinity’s changes involve increasing her overall duration and changing most of them to be cast while moving. In revisiting her kit, we’ve also added scalability and additional functionalities to some of her Abilities to increase their usefulness to both Trinity and her allies.
New Passive
- Trinity and any allies within Affinity Range will gain 50% of Trinity’s Max Energy as Health. (25% in Conclave)
Ability 1: Well Of Life
Well of Life struggles the most in a game where enemy damage can outmatch its healing. To address this, we’re allowing Trinity to cast multiple Wells to increase its healing output, and are adding a way for her to negate lethal damage for herself and allies.
- Can now be cast on 3 enemies total (previously was only 1).
- If Trinity or Allies (or their Companions) die within the radius of the Well, the death is negated and the Well ends.
- The saved player is fully healed and experiences a brief period of invulnerability.
- Saved players experience a 60s cooldown before they can be saved by Well of Life again (120s for Helminth version). This cooldown is indicated via an icon in their HUD.
- Added SFX and pop-up to indicate to a player when they have been Saved by the Well.
- Can now be cast while moving.
- Increased Radius from 15 to 20m.
- Increased Duration from 12 to 20s.
- Improved animation so the enemy being lifted aligns better with Trinity’s hand motions.
- Added a delay for recasting to avoid accidental dismissal.
Ability 2: Energy Vampire
Energy Vampire is an outlier in Trinity’s kit, where players are incentivized to build for negative Duration to maximize how quickly enemies emit four pulses of energy. We are removing the cap on energy pulses, and have changed Energy Vampire to better scale with Duration:
- Energy Vampire is no longer capped at 4 Energy Pulses. Pulses are now released at a set Interval for the duration of the Ability.
- The Pulse Interval (ie. how often enemies emit energy) can no longer exceed 2.25s, meaning positive Duration is more viable for Energy Vampire usage. Increasing Duration will also increase the number of energy pulses released by the enemy, since they are now emitted at set intervals.
- We’ve added a Pulse Interval stat to the Ability screen to help players build around this mechanic.
- Negative Duration will still decrease the Pulse Interval and Ability Duration, so traditional Energy Vampire builds should be largely unaffected by this change. In fact, at 13% Duration, this Ability still releases 4 rapid-fire Pulses that EV players know and love.
- Players can now recast this Ability, causing the previous target to be released.
- Can now be cast while moving.
Here's an example of what a High Duration build looks like with these changes:
Vampire Leech Augment:
- Increased Shield Regen from 150% to 225%.
Ability 3: Link
Link is one of Trinity’s stronger Abilities, so its changes are quality of life focused to bring it up to current Warframe standards:
- Trinity can now recast Link while it is active, and cast it while she is moving.
- The number of Link’s targets now scales with Power Strength.
- Increased Duration from 12 to 20s.
- Updated “Damage Reduction” stat to say “Damage Redirection” since you are passing it onto your foes!
Ability 4: Blessing
Like with Link, Blessing is also one of Trinity’s stronger Abilities, so its changes are quality of life focused to bring it up to current Warframe standards:
- Increased Duration from 10 to 15s.
- Damage Resistance from Blessing now persists upon recast. (this only applied to a few seconds during the start of the recast, but any loss of DR can be killer — literally.
Champion’s Blessing Augment:
- Increased Duration from 12s to 30s.
Update 37.0 (2024-10-02)
- Updated Trinity’s base skin to PBR.
Update 35.5 (2024-03-27)
- Updated Trinity’s Blessing description to accurately communicate the damage reduction offered by it.
- Previously the description indicated it “[gave allies] some damage resistance”, which is not accurate as damage resistance is a separate mechanic not offered by Blessing.
- Now reads: “Restore the health and shields of nearby allies while reducing the damage they take from enemies.”
- Updated Trinity’s Well of Life ability description to better explain its mechanic:
- “Create a well of life on an enemy. Allies near the target gradually regenerate health and are immune to Status Effects. Status Effect damage intended for nearby allies will be absorbed by the enemy. Allies gain additional health when they attack the enemy.”
Update 35.1 (2024-02-20)
- Fixed a bug with Trinity’s Well of Life and self-stagger-inducing weapons that allowed Thumpers in the Plains of Eidolon to be one-shot.
- In order to address this bug, the Well of Life wisps will no longer spawn from self-staggering and as an additional precaution to prevent similar issues from occurring, they now negate 5% (previously 10%) of the maximum Health of non-ability immune bosses (non-boss targets still receive 10%). While we understand this may have been a popular way to use the ability, the interaction with certain boss units, such as Thumpers, allowed players to bypass the intended gameplay loops that make these units challenging in comparison to standard enemies.
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:
TRINITY
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
TRINITY PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
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!
Hotfix 33.5.3 (2023-06-23)
- Fixed several issues with Warframe Overguard reducing the effectiveness of the following supportive abilities/effects:
- Fixed Trinity’s Blessing healing over time for a fixed amount instead of restoring the full intended amount on cast.
Hotfix 32.2.10 (2023-01-18)
- Fixed script errors with Trinity’s Energy Vampire and Blessing.
Hotfix 32.2.1 (2022-11-30)
- Fixed script error with Trinity’s Well of Life ability.
Update 32.2 (2022-11-30)
- WARFRAME AUGMENT BUFFS - PART 3 (FINAL)
In the Veilbreaker and Nora’s Mix Vol 1 updates, we buffed a number of underused Warframe Augments (from Ash to Oberon). This third and final batch of buffs tackles Warframe Augments from Saryn to Zephyr. We have increased their viability in missions, which we hope will encourage more build diversity.
*Stats below are all at Max Rank.
TRINITY
Pool of Life
- Was: On death, marked enemies will drop 4 Health Orbs with a 25% chance of dropping an Energy Orb.
- Changes:
- Energy Orbs now have a 100% chance of dropping. This amount can still scale with Ability Strength to potentially produce multiple Orbs.
- Trinity Well of Life Changes:
- Allies in range of Well of Life’s radius are now protected from Status Effects. When a Status Effect is blocked, the enemy trapped in Well of Life takes a 10% hit to their Health.
- A projectile FX now circles the enemy affected by Well of Life to indicate when an ally is protected from Status Effects.
- Increased Trinity’s Well of Life base range from 8 meters to 15 meters.
Update 32.0 (2022-09-07)
- Increase Trinity's Abating Link (Augment) armor reduction from 45% to 60%.
- Fixed script error when using Trinity’s Link on board a POI and then returning to the Railjack.
Update 30.9 (2021-11-11)
- Augment: Blessing -
Champion's Blessing
- Fixed script error related to Trinity’s Blessing.
Update 29.3 (2020-10-27)
- Fixed Trinity’s Blessing fully restoring Health/Shields of mission objectives.
- Per Healing Defendable Targets Dev Workshop: it should "Restore 500 Health over 5 seconds".
Update 28.3 (2020-08-12)
- Trinity Well of Life Changes:
Well of Life now passively heals allies in a radius around the target (base 100 Health per second within 8 meters). Shooting the held target gives extra Health to all allies in range (base 1% of damage dealt to the victim) instead of only the person who made the attack.
Well of Life also no longer increases the Health of the target (this was an old solution to prevent other players from killing the target too fast). Instead it now uses a more modern approach similar to Nyx’s Mind Control where the Damage gets stored and dealt at the end of the Ability.
- Fixes:
- Fixed Trinity’s Well of Life and Energy Vampire ignoring chosen Energy color.
Update 28.1 (2020-07-08)
- Fixed the Vetala Armor not attaching properly to the Trinity Strega Skin.
Update 27.2 (2020-03-05)
- Armor Change:
- Trinity: 15 to 100
- Trinity Prime: 15 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 25.7.4 (2019-09-05)
- Fixed Trinity Link's beam flickering (and likely some others). As reported here: https://forums.warframe.com/topic/1125006-photosensitive-epilepsy-migraine-warning-saint-of-altra-made-trinitys-link-flash-and-blink-dangerously/
Hotfix 25.5.1 (2019-08-02)
- Added Ability videos in the Arsenal for Trinity.
Update 25.3 (2019-07-06)
- Fixed Trinity Prime’s belt disappearing when equipping the Immortal Skin.
Update 25.1 (2019-06-05)
- Fixed Zanuka being unable to capture Trinity.
Update 24.6 (2019-04-04)
- Removed "cast on ground" requirements for the following Warframe abilities:
- Trinity Well of Life
- Trinity Energy Vampire
- Trinity Link
Update 23.0 (2018-06-15)
- Fixed cloth clipping in Trinity's diorama.
Hotfix 22.20.8 (2018-06-05)
- For consistency, damage link abilities (Trinity, Nidus, Nekros) will no longer transmit self-damage, but you will still get the damage reduction. This is particularly relevant for the healer/support class of Trinity who had become the go-to DPS frame in addition to the intended support roles. The re-release of Mods like Aviator added to some clever but ultimately uncharacteristic roles for Trinity.
Update 22.14 (2018-03-01)
- Updated Trinity's Blessing ability description to read: "Restore the health and shields of allies within Trinity's Affinity aura while giving them some damage immunity."
Hotfix 22.8.3 (2018-01-11)
- Boss Reward Location Changes:
- In an effort to balance the acquisition of Warframes, we've shifted some boss drop locations:
- Trinity from Ceres to Pluto - meaning Ambulas now possess Trinity parts
Hotfix 22.6.1 (2017-12-08)
- Fixed being unable to cast Trinity’s Energy Vampire on Linked enemies, as per: https://forums.warframe.com/topic/891121-trinity-ev-not-castable-against-linked-enemies-fix-pending/
Update 22.6 (2017-12-07)
- The beams from Trinity’s Link now fade out when the Ability has ended.
Hotfix 22.2.4 (2017-11-06)
- Fixed a script error when casting Trinity’s Link ability.
Update 22.2 (2017-11-01)
- Fixed a script error when casting Trinity’s Blessing ability.
Update 22.0 (2017-10-12)
- Fixed a variety of Syandanas clipping into the Trinity Strega Skin.
Hotfix 21.4.2 (2017-08-11)
- Fixed Trinity’s Energy Vampire affecting Hydroid when in Undertow. This was never intended as channeled abilities do not benefit from Energy Vampire.
Hotfix 20.3.1 (2017-04-27)
- Removed Heal Time from Renewal. Renewal now functions more conventionally as a toggle which drains 2 Energy per second while active + 3 Energy per second per target actively being healed. *Please note that Trinity's Energy Vampire will not give Oberon Energy while Renewal is active.
Update 20.0 (2017-03-24)
- Fixed Trinity Prime Lobster Tail Syandana Clipping in extreme cases.
Update 19.12 (2017-03-02)
- Fixed a script error when casting Trinity’s Blessing ability.
Hotfix 19.11.4 (2017-02-22)
- Rhino’s Roar buff HUD indicator now displays added damage buff amount (it shows up briefly up top just like Trinity’s Blessing %).
Update 19.4.2 (2016-12-20)
- Optimized various Trinity Prime textures.
- Fixed Kuva Chest Plate clipping on Saryn, Mirage, Valkyr, Trinity and their Prime variants.
- Fixed the PBR on Trinity Prime’s body to better match her helmet and extras.
Update 19.0 (2016-11-11)
- Fixed Trinity’s Link ability beams not attaching properly to their target if they ragdoll.
- Fixed an issue with Dual Secondary weapons appearing incorrect on Trinity Prime when using the Trinity Immortal skin.
Hotfix: The Index Preview 4 (2016-10-25)
- Energy Vampire now works on Azoth and Lockjaw in The Index.
Hotfix 18.13.2 (2016-06-01)
- Blessing Changes
- Damage resistance is now a flat value of 50% which can be increased by Ability Strength up to a cap of 75%.
- Fixed a possible infinite damage multiplier.
Update 18.13 (2016-05-27)
- Blessing Changes
- Allies now have to be within the shared Tenno Affinity aura range (50 meters).
- Damage resistance is now calculated by the following formula: Damage Resistance % = 100 - Square (Average (Tenno Health %))
- Passive: Revive fallen allies faster from further away.
Hotfix 18.6.2 (2016-03-22)
Update 18.5 (2016-03-04)
- Fixed an error causing Trinity's Energy Vampire to potentially instant kill bosses in conjunction with Well of Life.
Update 18.3 (2016-01-13)
- Conclave: Well of Life and Energy Vampire no longer require a target to activate.
Hotfix 18.2.4 (2016-01-08)
- Fixed Greatsword weapons sitting strangely on Trinity and Trinity Prime when holstered.
Hotfix 18.0.1 (2015-12-03)
- Fixed an issue with Trinity's Skirt disappearing when equipping the Immortal Skin.
Update 18.0 (2015-12-03)
- Physics added to Trinity's skirt.
Hotfix 17.6.1 (2015-10-07)
- Improved the resolution on Trinity Prime's image in the Market.
- Fixed Trinity Prime not appearing in the Codex.
- Fixed Trinity Prime's helmet dangles swapping to other non-Prime helmets.
Update 17.6 (2015-10-06)
- Introduced Trinity Prime.
Update 17.5 (2015-10-01)
- Conclave: Trinity can now be used in Conclave.
Update 17.4.5 (2015-09-23)
- Conclave: Fixed Trinity being available for use in Conclave.
Hotfix 17.4.4 (2015-09-17)
- Added additional collision to Trinity's skirt to help prevent capes and Syandanas clipping through her skirt.
Update 16.11 (2015-07-07)
- Fixed incorrect visual effect showing on Energy Vampire.
Update 16.3 (2015-04-09)
- Augment: Energy Vampire -
Vampire Leech
Hotfix 16.0.3 (2015-03-23)
- Well of Life will no longer waste energy on invulnerable targets.
- Vay Hek is no longer vulnerable to Energy Vampire (like other bosses).
- Fixed Well of Life inadvertently causing damage to certain enemies.
- Fixed Well of Life and other abilities for clients targeting invulnerable enemies after Mag's Bullet Attractor had expired.
Update 15.13 (2015-02-05)
- Fixed Link using the incorrect energy color.
- Fixed Syandanas clipping through Trinity's clothing and armor.
Hotfix 15.10.1 (2015-01-16)
- Fixed Blessing removing overshields.
Hotfix 15.7.2 (2014-12-19)
- Fixed the Nullifier Crewman's protective bubble not removing Link.
Update 15.6 (2014-12-11)
- Augment: Link -
Abating Link
- Fixed enemies targeted by Energy Vampire becoming stuck in an animation loop.
Hotfix 15.5.8 (2014-12-05)
- Energy Vampire changes
- Damage dealt is now direct-to-health damage instead of Slash (ignoring armor).
- Damage is now only scaled off of HP instead of HP + Shields.
- Damage will scale off of their current HP or ¼ of their max, whichever is greater.
- Damage will always be at least 5 HP per pulse.
- You will no longer be able to cast on targets that won't take damage from it; this specifically applies during the invulnerability phases of certain bosses.
- Multiple Trinities can no longer drain energy from a single target simultaneously.
Update 15.2 (2014-11-13)
- Energy Vampire now only benefits teammates who can see or can be seen by the targeted victim (victims remember who they have seen for a short duration).
Hotfix 15.1.1 (2014-11-06)
- Energy Vampire can no longer be cast on inactive Corpus Turrets.
Update 15.0 (2014-10-24)
- Augment: Well of Life -
Pool of Life
Update 14.7 (2014-09-17)
- Fixed issue with Blessing fully restores the health of the Fomorian power core in Hijack missions.
Hotfix 14.6.1 (2014-09-11)
- Blessing is now recastable while passive damage reduction is active. This means you no longer need to wait for your Duration timers to expire before being able to recast Blessing.
Update 14.6 (2014-09-11)
- Blessing now heals 40/50/75/80% health and shields based on Mod rank. The percentage can also be increased by strength mods.
- Fixed an issue with Blessing affecting Excavators.
Hotfix 14.2.3 (2014-08-21)
- Fixed Blessing not providing a consistent damage reduction value across all affected beings.
Update 14.1 (2014-07-30)
- Fixed an issue with Trinity's ability icons appearing incorrectly.
Hotfix 14.0.6 (2014-07-22)
- Blessing no longer affects defense pods.
Update 14.0 (2014-07-18)
- Fixed Link visual effects remaining after teleport volume.
Update 13.6 (2014-06-04)
- Tweaked a number of armor offsets.
Hotfix 13.5.1 (2014-05-30)
- Blessing is now cast-able when in the air.
Update 13.5 (2014-05-28)
- Fixed an erroneous description in Energy Vampire.
Update 13.3 (2014-05-14)
- Blessing: On cast, Blessing restores all shields and health. Damage reduction for the duration of the skill is now based on the greatest percentage of health healed (i.e. if you have a squad with members whose health you healed 30%, 40% and 90%, all party members will receive Damage reduction at the greatest percent, 90% in this case). This should make the use of Blessing more reactive, greatly benefiting players that pay attention and monitor party health to maximize its effectiveness.
- Reduced the time it takes for Trinity's Blessing animation to play.
- Energy Vampire: Will now pulse one last burst from the victim when it dies, releasing any remaining energy; this should make the ability useful even when the enemy is killed prematurely.
- Fixed incorrect visuals appearing on Trinity's Helmet.
Update 12.5 (2014-03-19)
- Improved the client side visuals for the effect created when enemies are hit by Energy Vampire and Well of Life.
Hotfix 12.0.4 (2014-02-07)
- Fixed Link becoming unusable if no enemy targets can be found after casting.
Update 11.5 (2013-12-19)
- Trinity's Blueprint drops have moved to Iliad on Phobos to be dropped by Lt Lech Kril and Captain Vor.
- Fixed Trinity clipping with the Grakata for the Noble Animation set.
Update 11.2 (2013-12-04)
- Armor buff from 10 to 15.
- Fixed script error in Well of Life that would cause ability-in-use bug.
Hotfix 11.1.1 (2013-11-28)
- Fixed "Power In Use" occurring when using Energy Vampire.
Hotfix 11.0.3 (2013-11-22)
- Fixed players potentially taking shield damage when Trinity has Blessed them.
Hotfix 11.0.2 (2013-11-20)
- Fixed Blessing not making Trinity invulnerable.
Hotfix 11.0.1 (2013-11-20)
- Link now prevents procs (though they may still occur on the Link target).
Update 11.0 (2013-11-20)
- Conclave: Fixed Energy Vampire in Conclave which caused enemies on the opposite team to regenerate energy as well.
Update 10.3 (2013-10-09)
- Added sound for Energy Vampire deactivating.
Hotfix 10.0.4 (2013-09-17)
- Fixed Well of Life which was causing shields to increase exponentially during Survival missions.
Update 10.0 (2013-09-13)
- New ability icons.
- Fixed Link that was targeting closed turrets and security cameras.
Update 9.8 (2013-09-03)
- Feedback Changes
- Well Of Life: Now plays reaction animation, Life is 10x multiplied allowing players to leech enough health out.
- Energy Vampire: Now plays reaction animation and doesn't require damage to get energy. Instead target radiates a set amount of energy every couple of seconds. Also does damage to the target (Damage scales with strength mod).
- Link: No longer fully immune to damage; changed to damage reduction, now links to several targets at once amplifying the incoming damage. Increased radius search for link targets.
- Blessing: Animation speed changes and timing. No longer wait until end of casting animation to get ability effects.
Update 9.7 (2013-08-30)
- Improved cast animation for Blessing.
Hotfix 9.6.1 (2013-08-23)
- Fixed energy colors not being applied to Link.
Hotfix 9.5.3 (2013-08-14)
- Fixed Trinity blueprints dropping from Grineer Commander.
Update 8.3 (2013-07-04)
- Fixed an issue where Trinity could get sliced in half or ragdoll when her Link target was meant to receive such an injury
Update 8.2 (2013-06-28)
- Fix for Well of Life and Energy Vampire being considered "in use" even on dead targets.
Hotfix 8.1.3 (2013-06-19)
- Updated Visual FX on Link and Energy Vampire.
Update 7.11 (2013-05-17)
- Fixed Link having limited use against Fusion MOAs, power effect now more in-line with other enemies.
- Fixed Link affecting the rescue target, even when other enemies are nearby. Link ability now ignores all friendlies.
Update 7.9 (2013-04-26)
- Trinity's helmet effect now works with "energy" palette color changes..
- Revised sound for Trinity's Link ability.
- Fixed Link that was affecting/destroying her sentinel.
Hotfix 7.8.1 (2013-04-24)
- Fix Link destroying equipped sentinel.
Update 7.3 (2013-03-25)
- Fixed Link targeting her own sentinel.
Update 7.2 (2013-03-22)
- Sentinels are now affected by Trinity's healing abilities.
Update 6.3 (2013-02-14)
- Improved Trinity speed for Health trade off.
Update 4 (2012-11-02)
- Introduced.
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