Skip to content
Simaris Labs

Credits & sources

This is an unofficial, non-commercial fan tool. It is not affiliated with or endorsed by Digital Extremes. Warframe, its names, images and content are trademarks and copyright of Digital Extremes Ltd. Game images are loaded from Digital Extremes' public content server and the WFCD image CDN. Discord, Google and Steam are trademarks of their owners.

Game data version 44.1.4.1, fetched 2026-11-09.

WARFRAME Wiki ↗2040 pages, each at a recorded revision

Per-attack weapon stats, ability numbers, polarities, mod conflict lists.

License: CC BY-NC-SA 3.0

The polarity symbols' shapes (File:<Name>_Pol(xBlack).svg). The Any symbol, the Conclave marks and the mod card frames are our own drawings; we drew the frames by looking at the wiki's card pictures.

License: Digital Extremes' symbols, traced by wiki contributors. The wiki hosts them as copyrighted material under fair use.

WARFRAME Wiki images ↗Files named on the pinned wiki pages and modules

Tauforged archon shard art (File:Tauforged<Color>ArchonShard.png), the damage type icons (named by Module:DamageTypes/data), the few mods, weapons and arcanes with no other image (named by the wiki's data modules), and the builder menu's Archwing and Railjack art (File:Archwing.png, File:RailjackMarket.png), which the game's exports don't include. We load these from the wiki and never copy them. The home page's Cephalon Simaris is our own 3D drawing of Digital Extremes' character, made by looking at the wiki's pictures of him (File:CephalonSimaris.jpg, File:Cephalon Simaris.png) and the game.

License: Digital Extremes' art, hosted by the wiki as copyrighted material under fair use

Item identities, card text, polarities.

License: MIT

Enemies, image hashes, mod compatibility, riven tables.

License: MIT

Game client definitions and strings ↗907f623 · strings 7f12e5f

Exact mod, arcane and Incarnon values, rank scaling, resistances, level curves, names.

License: Extracted from the game and used locally; only the derived numbers are shown

Sign-in logos ↗simple-icons 13.21.0 · signin-assets.zip

The Discord, Google and Steam logos and colors on the sign-in buttons, so you can tell which account you're signing in with. Discord and Steam are Simple Icons' drawings; Google's "G" is the shape from the sign-in assets on Google's branding guidelines page.

License: Discord's and Valve's trademarks, drawn by Simple Icons (CC0); Google's "G" from Google's sign-in assets

How the numbers are checked

Sources sometimes disagree. The data build never picks silently: it applies a documented priority and records each disagreement. This version has 2029 recorded notes and 270 manual overrides, each with a stated reason.

Every build also compares 9,881 per-rank mod and arcane values with the card text that Digital Extremes' export generates for that rank. 23 differ, and each difference is explained (script-driven effects, or a card that words the number differently).

Show the 215 notes on these overrides
  • Loyal Companion: the exports let it on a Hound; the wiki's mod data (rev 2822705) lists the beasts, the MOAs and the Helminth Charger and leaves Hounds out.
  • Primed Stabilizer: released in Hotfix 38.5.11 (wiki Module:Mods/data, WFCD), tradeable, hidden from the Codex like its twin Primed Steady Hands, which Public Export Plus doesn't flag.
  • Shotgun Riven Mod, Rifle Riven Mod, Pistol Riven Mod, Kitgun Riven Mod, Zaw Riven Mod, Melee Riven Mod, Archgun Riven Mod: A veiled riven: Public Export Plus gives it 5 ranks; the Riven Mods page (rev 2822647) says it 'will not take up mod capacity, upgraded, grant any bonuses or curses'.
  • Surplus Diverters (Conclave): game data 6 ranks, drain 10, 1 … 6 energy; the wiki's Stats table (rev 2610379) 4 ranks, Cost 12 … 15, 2, 3, 4, 6 energy.
  • Overcharge Detectors (Conclave): game data 6 ranks, drain 2, 5m … 30m; the wiki's Stats table (rev 2610374) 4 ranks, Cost 4 … 7, 7.5m … 30m.
  • Bounty Hunter (Conclave): game data, Public Export Plus and WFCD drain 2 + rank (2 … 7); the wiki's Stats table (rev 2610549) Cost 1 at rank 0, then 3 … 7, which no base + rank gives.
  • Stand Ground (Conclave): game data 6 ranks, drain 4, 10% … 60%; the wiki's Stats table (rev 2610582) 4 ranks, Cost 6 … 9, 15% … 60%.
  • Amalgam Shotgun Barrage: the exports let it on an exalted weapon; its page (rev 2619445): 'Amalgam Mods can no longer be equipped on Exalted weapons.'
  • Amalgam Serration: the exports let it on an exalted weapon; its page (rev 2792173): 'Amalgam Mods can no longer be equipped on Exalted weapons.'
  • Amalgam Barrel Diffusion: the exports let it on an exalted weapon; its page (rev 2804382): 'Amalgam Mods can no longer be equipped on Exalted weapons.'
  • Amalgam Organ Shatter: the exports let it on an exalted weapon; its page (rev 2721524): 'Amalgam Mods can no longer be equipped on Exalted weapons.'
  • Vicious Bond: game data, Public Export Plus and WFCD drain 4 at rank 0; the wiki's Stats table (rev 2696072) Cost 2 … 7.
  • Hushed Invisibility: Public Export Plus marks it a utility (Exilus) mod; its page (rev 2659245) never names the Exilus slot.
  • Cold Front: Public Export Plus doesn't list it and game data leaves it out of the Exilus slot; its page (rev 2819937) calls it an Exilus mod.
  • Sacrificial Pressure. Game data: Sentient Damage 0.03 per rank (x1.03 … x1.33) and no set enhancement. The wiki's Stats table: x1.02 … x1.32 alone, and with both Sacrificial mods equipped the primary stat × 1.25 and the Sentient factor x1.27 … x1.65.
  • Sacrificial Steel. Game data: Sentient Damage 0.03 per rank (x1.03 … x1.33) and no set enhancement. The wiki's Stats table: x1.02 … x1.32 alone, and with both Sacrificial mods equipped the primary stat × 1.25 and the Sentient factor x1.27 … x1.65.
  • Stand Ground (Conclave): the wiki's Stats table (rev 2610582), Reduced Damage 15% … 60% over 4 ranks.
  • Overcharge Detectors (Conclave): the wiki's Stats table (rev 2610374), Range 7.5m … 30m over 4 ranks.
  • Surplus Diverters (Conclave): the wiki's Stats table (rev 2610379), Energy gained 2, 3, 4, 6 over 4 ranks.
  • Umbral Vitality: game data has no Umbral set enhancement. The wiki's Stats table (rev 2792490) at set level 2, number for number.
  • Umbral Fiber: game data has no Umbral set enhancement. The wiki's Stats table (rev 2792488) at set level 2, number for number.
  • Umbral Intensify: game data has no Umbral set enhancement. The wiki's Stats table (rev 2792489) at set level 2, number for number.
  • Umbral Vitality: game data has no Umbral set enhancement. The wiki's Stats table (rev 2792490) at set level 3, number for number.
  • Umbral Fiber: game data has no Umbral set enhancement. The wiki's Stats table (rev 2792488) at set level 3, number for number.
  • Umbral Intensify: game data has no Umbral set enhancement. The wiki's Stats table (rev 2792489) at set level 3, number for number.
  • Provoked: Card: +10% … +110% Damage during Bleedout. Game data's upgrade has no filter; the card limits it to Bleedout, so it's a conditional.
  • Catalyzing Shields: Card and wiki Stats table: Max Shield Capacity x0.80, x0.60, x0.40, x0.20 by rank. A multiplier, so after the percent mods and the flat additions (Azure shards): additions before multiplication. The shield gate duration isn't a figure we show.
  • Health Conversion: Card: Health Orbs grant 75 … 450 Armor, stacking up to 3x (script value 75 × (rank + 1)). Wiki Notes: added to total armor, not multiplied by Steel Fiber (an ADD after the percent mods); Universal Orbs count too; health damage consumes a stack after 3s.
  • Energy Conversion: Card and script: +10%, 18%, 26%, 34%, 42%, 50% Ability Strength on the next cast after an Energy Orb; the wiki's table says 9% at rank 0 (the script used). Wiki Notes: additive with other strength, one bonus at a time.
  • Archon Intensify: Card: restoring health with abilities grants +30% Ability Strength for 10s. Wiki Notes: the bonus doesn't scale with rank, isn't refreshed while active, and needs health actually restored (by abilities on their list).
  • Arcane Power Ramp: Card and script (bonuses 0.02 … 0.09): +2% … +9% Ability Strength per stack, up to 4 stacks, for the next cast. Wiki: resets when the same ability is recast.
  • Molt Vigor: Card, wiki table and script: +15% … +45% Ability Strength on the next Warframe ability after an Operator ability. Wiki: additive with Intensify.
  • Arcane Camisado: Card, wiki table and script (1% per rank): +1% … +6% Ability Strength per summoned minion's attack, up to 10 stacks, on the next cast. The summons' movement speed isn't a figure we show.
  • Molt Efficiency: Card, wiki table and script: +1% … +6% Ability Duration per second while shields are up, up to 6 stacks. Wiki: additive with duration mods; lost with the shields.
  • Arcane Intention: Card, wiki table and script (bonuses 40 … 250): +40 … +250 Max Health per active channeled ability. Wiki Notes: up to 4 stacks. Taken as flat health after the percent mods, as the card's '+Max Health' reads, before multipliers.
  • Arcane Impetus: Card, wiki table and script (1% and 0.5% per rank): +1% … +6% Ability Strength and +0.5% … +3% Ability Efficiency per unique status effect from abilities, for 20s. Wiki Notes: a stack per status; 14 is the realistic maximum (Impact to Magnetic, and Void or Tau).
  • Arcane Crepuscular: Script (strength 0.05 per rank, crit 0.5 per rank) and wiki table: while invisible, +5% … +30% Ability Strength and +0.5x … +3x Final Critical Damage; DE's card rounds the crit part to whole x (+1x at rank 0). Wiki Notes: strength additive with Intensify; the crit part reaches every weapon and adds to the modded critical multiplier (1 + tier × (multiplier − 1 + bonus)).
  • Arcane Persistence: Card: Remove all Shields. The damage cap (750 … 500 Damage/s above 700 armor) isn't a figure we show.
  • Arcane Bellicose: Card and script (1% per rank, threshold 250): +1% … +6% Ability Strength for every 250 Max Health, up to 12% … 72%. Wiki Notes: not in whole steps but round (Max Health ÷ 250 × increase), so 2,980 health gives the 72%. Reads Max Health with every other per-figure effect in (the wiki's Arcane Expertise notes).
  • Arcane Battery: Card, wiki table and script: +0.05 … +0.30 Max Energy per point of armor, up to 1,000. Wiki Notes: follows the current armor. Taken as flat energy after the percent mods, before multipliers, reading armor with every other per-figure effect in.
  • Arcane Expertise: Card and script (0.5 + 0.1 per rank, negative allowed): 50% … 100% of Ability Strength modifiers also apply to Max Shields. Wiki Notes: the bonus is (strength − 100%) × rate, additive with Redirection, negative below 100% strength. Reads strength as it is, other per-figure effects and temporary buffs in (the wiki's notes: Energy Conversion and Growing Power add shields while active).
  • Tek Collateral: Card and wiki table: +25% … +100% Critical Damage inside the Tek set's Marked Zone. Wiki Notes: additive with other critical multiplier mods; needs a Kavat for the set bonus. A warframe mod acting on every weapon.
  • Vigorous Swap: Card and wiki table: +15% … +165% Damage for 3s on equipping a weapon. Wiki Notes: additive with Serration and Hornet Strike (the base damage bucket), and with Holster Amp; refreshed by another swap.
  • Holster Amp: Card and wiki table: the squad gains +10% … +60% Weapon Damage for 3s on equipping a weapon. Wiki Notes: additive with Serration, Hornet Strike and Vigorous Swap.
  • Growing Power: Card and wiki table: +4%, 8%, 13%, 17%, 21%, 25% Ability Strength for 1 … 6s after inflicting a status effect with a weapon (the whole squad's own). Wiki Notes: only the user's weapons trigger it, not abilities.
  • Power Donation: Card and wiki table: the wearer loses 5% … 30% Ability Strength, squadmates gain as much. Only the loss is the wearer's: the squad's gain is an External Condition.
  • Empowered Blades: Card and wiki table: Heavy Attacks gain +10% … +60% Status Chance and Status Damage, draining 15 … 90 Shields per hit. Wiki Notes: both additive with other status chance and status damage mods; needs at least 90 shields. Melee only.
  • Strain Infection: Card and wiki table: +5% … +20% melee Critical Damage per Helminth Charger cyst. Wiki Notes: 8 cysts at most (+160%); additive with Organ Shatter; not on Exalted weapons.
  • Exposing Harpoon: Card and wiki table: +100%, 130%, 160%, 200%, 250%, 300% Critical Chance for 15s after pulling an enemy. Wiki Notes: additive with Point Strike; any alt-fire hit triggers it.
  • Critical Mutation: Card and wiki table: +5% … +30% Critical Chance and Critical Damage per kill, up to 300% (60 … 10 kills). Wiki Notes: additive with Pistol Gambit and Target Cracker. The loss on a grenade hitting fewer than 3 enemies is a count the user sets.
  • Precision Strike: Card, wiki table and script (0.75, 1.1, 1.5): +37.5% … +150% Reload Speed for 5s after a grenade hits an enemy directly; the card prints 37% at rank 0. Wiki: reload time ÷ (1 + bonus), as other reload mods.
  • Range Advantage: Card, wiki table and script: +50% … +300% Damage while no enemy is within 10m. Wiki Notes: additive with Hornet Strike.
  • Clip Delegation: Card and wiki table: +5%, 7%, 9%, 11%, 13%, 15% Status Chance and Multishot per shot landed with the previous magazine, 15 stacks at every rank, for the next magazine. Wiki: a stack per trigger pull. Additive with other status and multishot mods, like every bonus of a stat.
  • Necrophagic Vigor: Card, wiki table and script: +10% … +20% Critical Chance and Critical Damage for every 20 Health drained on reload, up to 360%. Wiki Notes: reloading an empty magazine drains half of Max Health, so the bonus is one step per 40 Max Health (720 health reaches the cap at rank 5); additive with Point Strike and Vital Sense.
  • Critical Precision: Card and wiki table: +2.5%, 4%, 5.5%, 7%, 8.5%, 10% Critical Chance per headshot in burst mode, up to 500%, the last stack counting up to it (200, 125, 91, 72, 59, 50 headshots; the cap is on the total, as Hata-Satya's table counts its hits). Wiki Notes: additive with Point Strike; a burst that misses entirely loses 100%; burst-fire only.
  • Hata-Satya: Card and wiki table: +0.2% … +1.2% Critical Chance per hit, until reloading or holstering. Wiki Notes: capped at 500%; its table's hits to reach it, 2,500, 1,250, 834, 625, 500, 417 (the last hit counts up to the cap); additive with Point Strike; multishot pellets count.
  • Sentient Surge: Card, wiki table and script: +10% … +60% Status Chance and Critical Chance per active tendril. Wiki Notes: up to 240% (4 tendrils), additive with other crit and status mods; reset by reloading.
  • Unseen Dread: Card, wiki table and script: +50% … +175% Critical Damage while invisible. Wiki Notes: any invisibility counts, not only the mod's own (5s after a shot hits 3 enemies); additive with Vital Sense. The invisible posture stands for the trigger.
  • Dreadful Killshot: Card, wiki table and script: +10% … +20% Damage and Status Chance for every 75 current Health, up to 360%. Wiki Notes: current health with bonuses, rounded down to whole steps; both additive. Counted at full health while ticked (Max Health).
  • Velox Conclusion: Card, wiki table and script (max 0.1 … 0.6): +0.1% … +0.6% Ability Strength per hit, up to 10% … 60% (100 hits), spent by the next ability cast. A weapon mod acting on the warframe.
  • Lohk Canticle: Card, wiki table and script (15s, Affinity Range): killing enemies grants allies within Affinity Range +7.5% … +30% Fire Rate for 15s. Wiki Notes: the kill needn't be the Grimoire's, but the Grimoire must have damaged the enemy and be held. Counted on your primary and secondary, additive with their fire rate mods; melee attack speed isn't fire rate on any card.
  • Primary Bulwark: Script (0.005 + 0.001 per rank, threshold 1000) and wiki table: +0.5% … +1% Damage per point of armor past 1,000, up to 250% … 500% (1,500 armor); DE's card rounds the step to +1%. Wiki Notes: additive with Serration. Reads armor with every other per-figure effect in.
  • Primary Overcharge: Card, wiki table and script (0.0035 per point of Max Energy, cap 1 + 0.5 per rank, threshold 90%): while at 90% Energy or more, gain 35% of Max Energy as Multishot, up to 100% … 350%. Reads Max Energy with every other per-figure effect in.
  • Melee Retaliation: Card, wiki table and script (0.05 per rank per 200 shields, limit 4.2; overshields count half): +5% … +30% Melee Damage for every 200 current Shields, up to 420%. Wiki Notes: whole steps of 200; additive with Pressure Point. Counted at full shields while ticked (Max Shields; overshields not counted).
  • Melee Doughty: Card, wiki table and script: +0.5x … +1.0x Critical Multiplier for every 10% Puncture status chance, always on. Wiki Notes: the Puncture share of the modded damage × the modded status chance, × 0.1 × the bonus, rounded to 0.1x, capped at +50x; elements and other physical damage lower it. Read per attack from its modded damage before quantization (the wiki's example: 119 × 2.2 ÷ 312.8 at 116% status chance gives +9.7x), added to the modded critical multiplier (as Arcane Crepuscular's Final Critical Damage).
  • Secondary Enervate: Card, wiki table and script (resets after 1 + 1 per rank Big Critical Hits): on hit, +10% Critical Chance, reset after 1 … 6 Big Critical Hits. Wiki Notes: an absolute bonus (Lato 10% + 7 × 10% = 80%); its average final critical chance over many shots (AFCC) from the modded critical chance x, Arcane Avenger included: 102.45 + 0.5x below 110%, 128.8 − 0.0075x + 0.00244x² up to 140%, then 77.5 + 0.7x … 25 + x from 200%. Counted as that average while ticked, at max rank only (the wiki's formula is for 6 resets).
  • Secondary Outburst: Card, wiki table and script (duration 30): swapping to the secondary consumes the melee combo for +5% … +20% Critical Chance and Critical Damage per combo multiplier, for 30s (12× at most here; 13× is reachable with some sources). Additive with Pistol Gambit, like every bonus of a stat.
  • Primary Crux: Card, wiki table and script (status 0.05 per rank, ammo efficiency 0.01 per rank, 10 stacks, 10s): per weak point hit, +5% … +30% Status Chance and +1% … +6% Ammo Efficiency. Wiki Notes: status additive with Rifle Aptitude; all stacks lost when the buff ends.
  • Melee Animosity: Card, wiki table and script (limit 0.7 per rank): each normal melee hit gives the next Heavy Attack +7% … +42% Critical Chance, up to 10 stacks. Wiki Notes: additive with True Steel; a stack per melee input. Counted on heavy attacks (the Heavy attack posture).
  • Longbow Sharpshot: Card, wiki table and script: +50% … +300% damage on the next shot after a weak point hit. Wiki Notes: multiplicative with Serration (a multiplier of its own); always on while every shot hits a weak point.
  • Cascadia Overcharge: Card, wiki table and script (bonuses 0.5 … 3): +50% … +300% Critical Chance while Overshields are active. Wiki Notes: additive with Pistol Gambit; the equipped weapon only.
  • Akimbo Slip Shot: Card, wiki table and script: +15% … +65% Ammo Efficiency while sliding or aim gliding, with Dual Pistols.
  • Melee Exposure: Card, wiki table and script (0.1 per rank per cast, 25s): +10% … +60% Corrosive damage on melee per ability cast, so the last cast counts up to it (24, 12, 8, 6, 5, 4 casts; rank 4 reaches 240%). Wiki Notes: the stacks share one 25s timer.
  • Melee Careen: Card, wiki table and script (0.25 per rank): x1.25 … x2.50 Melee Damage against frozen enemies (10 Cold stacks), a multiplier of its own. The cold it applies on rolling isn't a figure we show.
  • Card and wiki table: allies within 15 … 25m gain +15% … +60% Critical Chance for 4 … 10s, every 50 … 20s. Wiki Notes: percentage points after other bonuses (as Arcane Avenger: a flat addition); several Cat's Eyes don't stack; uptime 10 ÷ 30 at max rank.
  • Charm: Card and wiki table: a 10% … 40% chance every 30 … 27s to grant one of 6 random buffs. Wiki Notes and script: the Critical Chance buff sets weapons' critical chance to at least 200% for 30s. The other buffs aren't figures we show.
  • Shield Charger: Card, wiki table and script: +10% … +60% Warframe Max Shields and Shield Regeneration for 5 … 10s, every 30s. Wiki Notes: additive with Redirection; no shields without base shields.
  • Anabolic Pollination: Card, wiki table and script: touching the spores gives +25% … +100% Toxin Damage for 15s. Wiki Notes: every player's weapons; doesn't combine with other elements.
  • Reinforced Bond: Card, wiki table and script: +10% … +60% Fire Rate on the owner's guns while the companion has over 1,200 Max Shields or current shields. The shields reloading restores to the companion aren't a figure we show.
  • Seismic Bond: Card, wiki table and script: +0.5% … +3% Ability Efficiency per companion damage instance while a channeled ability is active, 10 stacks. The companion's shockwave isn't a figure we show.
  • Tenacious Bond: Card, wiki table and script (threshold 0.5): +0.2x … +1.2x Final Critical Damage on the owner's weapons while the companion's Critical Chance is 50% or more. Wiki Notes: a flat addition to the final critical multiplier (as Arcane Crepuscular). The recovery-time part isn't a figure we show.
  • Astral Bond: Card, wiki table and script: damage dealt by the Operator or Drifter grants the companion's attacks +10% … +60% damage and +5% … +30% Void damage for 10s (game data's conditional says 30s: the card and the script say 10). Wiki Notes: the Void is added to the companion's weapon. On the companion's weapon, additive with its damage and elemental mods, as every bonus of a stat. The Amp and Transference efficiency part isn't a figure we show.
  • Acid Shells: Card, wiki table and script (radius 10): enemies the Sobek kills explode for 75 … 450 Corrosive plus 7.5% … 45% of their max health as Blast within 10m. Wiki Notes: faction damage mods and Roar apply; linear falloff; no crits, no status; Steel Path's bonus health isn't counted (18% of max health there).
  • Vulcan Blitz: Card, wiki table and script (radius 6): enemies the Jat Kittag kills explode for 50 … 300 Blast plus 10% … 60% of their max health within 6m. Wiki Notes: faction damage mods and stealth's 8× apply; linear falloff; the radius can't be modded.
  • Thermagnetic Shells: Card and wiki table: enemies the Detron kills explode for 20 … 80 Magnetic plus 10% … 40% of their max health as Blast in a 6m radius. Wiki Notes: linear falloff, line of sight. Faction bonuses and Steel Path's health read as for Acid Shells and Vulcan Blitz, whose pages say so.
  • Combustion Beam: Card, wiki table and script: enemies a primary continuous weapon kills explode shortly after death for 100 … 600 Blast within 3 … 18m (the wiki's table; the script's radius 18 is the max rank's). Wiki Notes: 0% status chance, 100% falloff, line of sight; only faction bonuses, Extra Hit abilities and damage vulnerability raise it.
  • Entropy Detonation: Card and wiki table: enemies killed by the Obex's lethal ground finishers explode for 250 … 1,000 Blast plus 5% … 20% of their max health as Blast within 10m. Wiki Notes: ground finishers only, line of sight. Faction bonuses and Steel Path's health read as for Acid Shells and Vulcan Blitz, whose pages say so. Its Entropy effect is game data's.
  • Cascadia Empowered: Card, wiki table and script: each status the secondary inflicts deals 250 … 750 damage of that status's type as an extra instance. Wiki Notes: damage, element, crit mods and weak points don't raise it; faction bonuses apply once; enemy damage reduction applies. Counted per second at the attack's proc rate through reloads.
  • Exodia Force: Card, wiki table and script (damage 0.5 … 2, radius 6): on a status, a 50% chance of a radial blast around you dealing 50% … 200% of the weapon's damage within 6m. Wiki Notes: base damage, elemental and faction mods and the combo (1 + (combo − 1) ÷ 4) scale it; stance multipliers too (not modeled); no crits, no status; 100% falloff. Counted per second at the attack's proc rate.
  • Secondary Irradiate: Card, wiki table and script (radius 4.5 + 0.5 per rank): hitting an enemy with 10 Radiation stacks deals 80% … 180% of the hit's damage to other enemies within 4.5 … 7m. Wiki Notes: direct hits only, multishot multiplies it, line of sight; elemental mods are 33% less effective on it (not counted here); projectile weapons vary. Counted per second at the attack's rate through reloads, while the target holds 10 Radiation stacks.
  • Residual Boils: Card and wiki table: a Kitgun kill has a 20% chance to leave a hive that explodes when enemies come near: 80 Heat within 10m, about 90% falloff, 20% Heat status chance, for 3 … 12s. Wiki Notes: at most two Residual hazards at once. No source says what scales it: its numbers as they are.
  • Residual Malodor: Card and wiki table: a Kitgun kill has a 20% chance to leave a mist dealing 40 Cold per second within 9m, 20% Cold status chance; its Cold combines with the Kitgun's elements (not counted here), for 3 … 12s. Wiki Notes: at most two Residual hazards at once. No source says what scales it: its numbers as they are.
  • Residual Shock: Card and wiki table: a Kitgun kill has a 20% chance to leave a spike dealing 200 Electricity to enemies within 10m, 20% Electricity status chance, for 3 … 12s. Wiki Notes: at most two Residual hazards at once. No source says what scales it: its numbers as they are.
  • Residual Viremia: Card and wiki table: a Kitgun kill has a 20% chance to leave a pool dealing 40 Toxin per second within 9m, for 3 … 12s. Wiki Notes: at most two Residual hazards at once. No source says what scales it: its numbers as they are.
  • Burning Hate: Card and wiki Stats table: Heat-afflicted enemies the Hate damages become vulnerable to 20% … 120% more Status Damage. Wiki Notes: from all sources, and it lasts after the Heat expires; multiplicative with Melee Elementalist and faction damage (a multiplier of its own on status damage). It reaches the warframe's three weapons; game data's chance per hit is kept.
  • Deadly Maneuvers: Card and wiki Stats table: after a dodge, +100% … +400% headshot critical chance for the next 2 shots. Wiki Notes: applied multiplicatively after every other buff, so the critical chance × (1 + bonus) on a headshot; its example (108.14% → 648.84%, ×6) fits no reading of the card's +400% (unproven). A line of its own: the 2 shots' damage, not in DPS.
  • Spontaneous Singularity: Card and wiki Stats table: orbs explode on striking a target with +15% … +90% Bonus Damage, and 3% … 18% of them make a singularity instead (wiki Notes: those don't explode; the singularity lasts 5s, its damage isn't given). Orbs don't bounce or merge: the merge damage is gone. No source says how the bonus adds: additive with the damage mods. Counted on the orb's explosion (Orb Launch), × the share that explodes.
  • Momentous Bond: Card and wiki Stats table: an Eximus kill gives the companion +20% … +120% of a random element for 30s. Wiki Notes: one of the four base and six combined elements, not combining with the weapon's; only the companion's normal attacks. Counted as its expected value: a share of each element. The recovery time is the card's.
  • Tandem Bond: Card and wiki Stats table (duration 30): a heavy attack gives the companion +5% … +30% melee damage × your combo multiplier for 30s. Wiki Notes: multiplicative with base damage mods like Maul (a multiplier of its own), refreshed by each heavy attack that hits. The condition's count is the combo multiplier. Its +6 combo on companion hits is the card's.
  • Secondary Surge: Card, wiki table and script: each ability cast adds +0.5% damage per point of current energy to the next shot, accumulating up to ×3 … ×8. Wiki Notes: multiplicative with Hornet Strike (a multiplier of its own), on every pellet; consumed by the next shot. A line of its own: the next shot at the cap, not in DPS.
  • Magus Aggress: Card and wiki table: after a Warframe melee transference, Heavy Blades deal +50% … +300% critical damage for 4 attacks, 20s cooldown. Wiki Notes: additive with Organ Shatter; Hammers too (its Bugs), not the Ghoulsaw or Heavy Scythes. A line of its own: the 4 attacks' damage, not in DPS. An Operator arcane: picked among External Conditions.
  • Melee Duplicate: Card and wiki table: on a base (yellow) critical hit, a 25% … 100% chance to strike a second time. Wiki Notes: the second strike rerolls its critical tier and status, forced procs included; its optimal critical chance (3 × CD − 4) ÷ (2 × CD − 2) is that of 1 + chance × P (yellow), P (yellow) the critical chance up to 100%, then 2 − it up to 200%, then 0. Counted as that many hits on every attack, in Base. Game data's conditional (its chance per rank) is kept.
  • The Onos page's Evolution V (DE's text has no numbers): hitting enemies in Incarnon Form gives the fully charged blast +5% critical chance and +5% critical damage, stacking 50 times; additive with mods. Counted on the charged attack and its explosion.
  • The Thalys page's Evolution V and game data: heavy attacks and heavy slams detonate the embedded shards, each dealing 200% of the Normal Attack's base damage to its host. Wiki Notes: base damage, IPS and elemental mods raise it (Condition Overload too), faction bonuses don't; 24% status chance, no crits; the heavy attack's combo multiplier on its host only, not on the shards it chains to.
  • Card and script: an Impact status has that chance to apply a Slash status too, doubled while the fire rate is below 2.5 (exactly 2.5: not doubled, the wiki). Wiki Notes: at most once a projectile however many Impact statuses, multishot raises it; no second Slash status on a hit that applies one already (the wiki's Internal Bleeding example). Shown as its chance per projectile, not in Status DPS.
  • Prototype Shock Coils: Card and script: each shot has a 20% base chance to apply an Electricity status, independent of the hit's damage types. Wiki Notes: an independent second roll that every status chance bonus raises. Its +90% Electricity is game data's. Shown as its chance per projectile, not in Status DPS.
  • Semi-Rifle Cannonade, Semi-Shotgun Cannonade, Semi-Pistol Cannonade: Wiki: equipping it sets the weapon's Fire Rate to its default, ignoring every other bonus, negative ones too. Its damage and punch through are game data's.
  • Aero Agility: Card and wiki table: +25% … +100% Reload Speed while aim gliding. Wiki Notes: additive with Fast Hands.
  • Arcane Sculptor: Card, wiki table and script (12s): after creating an object with an ability, casts have 125% … 175% Ability Efficiency for 12s. Wiki Notes: efficiency is locked at that value, not increased by it (lower if the build had more).
  • Label and script (thresholds 0 and 500): +25% Melee Critical Damage, a second +25% when Max Energy is over 500. Wiki table: additive with Organ Shatter; "does NOT trigger at 500 Maximum Energy, you must have 501 or more"; affects exalted melee. Melee only, as Crimson's stat. The doubling is a condition: with a warframe in the build its Max Energy decides (read with every other per-figure effect in); without one (an item build) the tick stands in for it.
  • Label and script (thresholds 0 and 500): +37.5% Melee Critical Damage, a second +37.5% when Max Energy is over 500. Wiki table: additive with Organ Shatter; "does NOT trigger at 500 Maximum Energy, you must have 501 or more"; affects exalted melee. Melee only, as Crimson's stat. The doubling is a condition: with a warframe in the build its Max Energy decides (read with every other per-figure effect in); without one (an item build) the tick stands in for it.
  • Label and script: +1% Secondary Critical Chance per kill of an enemy with Heat Status, up to 50 kills. Wiki table: additive with Pistol Gambit; reset by a revive (no duration); each shard stacks on its own. Secondaries only, as Crimson's stat.
  • Label and script: +1.5% Secondary Critical Chance per kill of an enemy with Heat Status, up to 50 kills. Wiki table: additive with Pistol Gambit; reset by a revive (no duration); each shard stacks on its own. Secondaries only, as Crimson's stat.
  • Label and script: +1 Max Health per Blast kill, up to 300 (300 kills). Wiki table: a flat addition after every bonus; reset by a revive (no duration). Game data's conditional holds the step, without the cap.
  • Label and script: +2 Max Health per Blast kill, up to 450 (225 kills). Wiki table: a flat addition after every bonus; reset by a revive (no duration). Game data's conditional has no numbers.
  • Arcane Pistoleer: its weapon gain reaches primary and secondary only (read from the card and the wiki page).
  • Arcane Arachne: its weapon gain reaches primary and secondary only (read from the card and the wiki page).
  • Arcane Arachne: the melee attacks its wiki page names.
  • Carving Mantis, Rapid Incisions: its page (rev 2659127), 'The last 5 attacks of Rapid Incisions do 25% bonus Slash damage', and game data put it on the second of its six attacks too; Module:Stances/data from the third.
  • Crimson Dervish, Twisting Flurry's third attack: the stance's page says the last hit has the 2x Slash multiplier and game data puts it there; Module:Stances/data's one-entry array would put it on the first.
  • Cyclone Kraken, Leviathan Rain: its page (rev 2719515), 'Every attack of Leviathan Rain has a 1.5x physical damage multiplier', and game data put it on the second attack too; Module:Stances/data only on the first.
  • Gemini Cross, Baleful Sin: its page (rev 2719545), 'The third hit of Baleful Sin does 25% bonus Slash damage', game data on the third attack; Module:Stances/data gives none.
  • Rending Crane, Lashing Tempest: its page (rev 2719541), 'The second hit of Lashing Tempest's first attack does 100% bonus Slash damage', and game data ([1, 2, 1]); Module:Stances/data gives the first attack none.
  • Wise Razor, Threshing Grain: its page (rev 2702352), 'The second and third hit of Threshing Grain's last attack have a 1.5x Puncture damage multiplier', and game data; Module:Stances/data puts it on the whole second and third attacks.
  • Magus Cloud: its page (rev 2727890), 'Duration can be triggered again with no cooldown'
  • Exodia Brave: its page (rev 2722089), its 2nd and 3rd stacks refresh the buff
  • Exodia Brave: its page (rev 2722089), a kill at its 3 stacks doesn't refresh the timer
  • Opticor: the wiki's weapon data leaves its explosions without a parent; its page (rev 2797828): 'Shots explode … upon impacting with a surface or enemy'. One shot, shown together.
  • Opticor Vandal: the wiki's weapon data leaves its explosions without a parent; its page (rev 2738207): 'Shots explode … upon impacting with a surface or enemy'. One shot, shown together.
  • Ambassador: the wiki's weapon data leaves its explosion without a parent; its page (rev 2797561): 'Shots explode … on impact with a surface or enemy'. One shot, shown together.
  • Ferrox: the wiki's weapon data leaves its explosion without a parent; its page (rev 2813180): 'Shots explode … after reaching maximum punch through distance'. One shot, shown together.
  • Tenet Ferrox: the wiki's weapon data leaves its explosion without a parent; its page (rev 2818534): 'Shots explode … after reaching maximum punch through distance'. One shot, shown together.
  • Evensong: the wiki's weapon data leaves its explosion without a parent; its page (rev 2789951): 'Fully charged shots explode … on impact with a surface or enemy'. One shot, shown together.
  • Kuva Bramma: the wiki's weapon data leaves its cluster bomblets without a parent; its page (rev 2821822): the shot explodes on impact, then splits into smaller bomblets. One shot, the bomblets and their explosions parts of it, as Sporelacer's.
  • Zarr: the wiki's weapon data leaves its cluster bomblets without a parent; its page (rev 2813913): the shot explodes on impact, then splits into smaller bomblets. One shot, the bomblets and their explosions parts of it, as Sporelacer's.
  • Kuva Zarr: the wiki's weapon data leaves its cluster bomblets without a parent; its page (rev 2791899): the shot explodes on impact, then splits into smaller bomblets. One shot, the bomblets and their explosions parts of it, as Sporelacer's.
  • Kulstar: the wiki's weapon data leaves its cluster bomblets without a parent; its page (rev 2821061): the shot explodes on impact, then splits into smaller bomblets. One shot, the bomblets and their explosions parts of it, as Sporelacer's.
  • Phantasma: the wiki's weapon data leaves its alt-fire's cluster bombs a shot of their own; its page (rev 2791922): the plasma bomb 'explodes in a 4.8 meter radius, which then releases 5 seeking projectiles'. One shot, the bomblets and their explosions parts of it, as the Zarr's.
  • Phantasma Prime: the wiki's weapon data leaves its alt-fire's cluster bombs a shot of their own; its page (rev 2791923): the plasma bomb 'explodes in a 4.8 meter radius, which then releases 5 seeking projectiles'. One shot, the bomblets and their explosions parts of it, as the Zarr's.
  • Trumna: the wiki's weapon data leaves its explosions without a parent; its page (rev 2805022): rounds 'explode … upon impact with a surface or enemy', the grenade too. One shot each, shown together; one explosion a grenade, its bounces not counted.
  • Braton: the wiki's weapon data leaves the Incarnon Form's explosion without a parent; the Incarnon Evolutions page: 'the Incarnon Form's radial effect occurs at the first object struck'. One shot, shown together.
  • Burston: the wiki's weapon data leaves the Incarnon Form's explosion without a parent; the Incarnon Evolutions page: 'shots exploding in a 2 meter area of effect'. One shot, shown together.
  • Zylok: the wiki's weapon data leaves the Incarnon Form's explosion without a parent; the Incarnon Evolutions page: 'charged explosive lasers' that explode 'in a 6 meter radius'. One shot, shown together.
  • Onos: the wiki's weapon data makes the charged blast's explosion a part of the held beam; its page (rev 2816914) has the full charge's shot explode, and Devastation Cascade raises the fully charged blast.
  • Edun: the wiki's weapon data makes the explosion a part of the throw; its page (rev 2821788): heavy attack effects reach the throw at close range, 'The explosion will never gain these benefits from a single throw'. Its own attack, so they don't.
  • Kulstar: the wiki's weapon data gives its Cluster Bombs multishot 3 and their explosion 1; its page (rev 2821061): the torpedo 'fragments into 3 smaller bomblets, which spread from the point of impact, also exploding on impact'. Three explosions a shot.
  • Phantasma: the wiki's weapon data gives its Cluster Bombs Impact multishot 5 and their explosion 1; its page (rev 2791922): '5 bomblets will be scattered … Each bomblet deals 3 Impact damage upon impact and 18 Radiation damage in the explosion'. Five explosions a shot.
  • Phantasma Prime: the wiki's weapon data gives its Cluster Bombs Impact multishot 5 and their explosion 1; its page (rev 2791923): the plasma bomb 'releases 5 seeking projectiles', its explosions unstated, so Phantasma's page's reading: each bomblet explodes. Five explosions a shot.
  • Opticor: its page's Bugs: 'Explosion isn't affected by multishot.'
  • Opticor Vandal: its page's Bugs: 'Explosion isn't affected by multishot.'
  • Trumna: its page, Primary Fire: 'Explosion is unaffected by multishot.'
  • Trumna Prime: its page, Primary Fire: 'Explosion is unaffected by multishot.'
  • Burston: the Incarnon Evolutions page: 'The Radial Attack does not benefit from Multishot bonuses'.
  • Ferrox: its page: 'Multishot, critical damage, critical chance, and status chance have no effect on this mode.'
  • Tenet Ferrox: its page: 'Multishot has no effect on the number of spears thrown', the field 'not affected by multishot'.
  • Ferrox: its page (rev 2813180) on the Attraction Field: 'Multishot, critical damage, critical chance, and status chance have no effect on this mode.' No critical hit, its 50% status fixed.
  • Tenet Ferrox: its page (rev 2818534): 'The field has a flat, unmoddable 50% status chance. It cannot deal critical hits'. No critical hit, its status fixed.
  • Artemis Bow: the wiki's weapon data (rev 2823665) gives Concentrated Arrow's charged shot no charge time, only its headshot explosion's 1 s, so it fired at its plain rate; it takes the 1 s charge of the bow's own charged shot, a bow's rate after it (the Fire Rate page's Bow tab, rev 2823425: 1.00 sec).
  • Larkspur Prime: the wiki's weapon data leaves the Prime trait out of both its entries; its page (rev 2817547) calls it the Primed counterpart of the Larkspur.
  • Velox Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2818532) is in the wiki's Prime category.
  • Epitaph Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2818328) is in the wiki's Prime category.
  • Kompressa Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2789998) is in the wiki's Prime category.
  • Okina Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2817307) is in the wiki's Prime category.
  • Dual Zoren Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2681931) is in the wiki's Prime category.
  • Sarofang Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2809740) is in the wiki's Prime category.
  • Daikyu Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2800592) is in the wiki's Prime category.
  • Vadarya Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2813621) is in the wiki's Prime category. Its weapon data's one trait is empty.
  • Perigale Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2820981) is in the wiki's Prime category.
  • Steflos Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2813618) is in the wiki's Prime category.
  • Burst Laser Prime: the wiki's weapon data leaves the Prime trait out; its page (rev 2677625) is in the wiki's Prime category.
  • Venari Prime Claws: the wiki's weapon data gives no traits; Khora's Prime page (rev 2817841) has Venari Prime, Khora Prime's Primed companion.
  • Exalted Prime Blade: the wiki's weapon data leaves the Prime trait out; its Exalted Weapon page (rev 2814932) lists it as the Prime of Exalted Blade.
  • Valkyr Prime Talons: the wiki's weapon data leaves the Prime trait out; its Exalted Weapon page (rev 2814932) lists it as the Prime of Valkyr Talons.
  • Regulators Prime: the wiki's weapon data leaves the Prime trait out; its Exalted Weapon page (rev 2814932) lists it as the Prime of Regulators.
  • Dex Pixia Prime: the wiki's weapon data leaves the Prime trait out; its Exalted Weapon page (rev 2814932) lists it as the Prime of Dex Pixia.
  • Diwata Prime: the wiki's weapon data leaves the Prime trait out; its Exalted Weapon page (rev 2814932) lists it as the Prime of Diwata.
  • Balefire Charger Prime: the wiki's weapon data leaves the Prime trait out; its Exalted Weapon page (rev 2814932) lists it as the Prime of Balefire Charger.
  • Iron Staff Prime: the wiki's weapon data leaves the Prime trait out; its Exalted Weapon page (rev 2814932) lists it as the Prime of Iron Staff.
  • Desert Wind Prime: the wiki's weapon data leaves the Prime trait out; its Exalted Weapon page (rev 2814932) lists it as the Prime of Desert Wind.
  • Artemis Bow Prime: the wiki's weapon data leaves the Prime trait out; its Exalted Weapon page (rev 2814932) lists it as the Prime of Artemis Bow.
  • Prisma Lenz: the wiki's weapon data leaves the Prisma trait out; its page (rev 2785199) is in the wiki's Prisma category.
  • Prisma Machete: the wiki's weapon data gives no traits; its page (rev 2611290) is in the wiki's Prisma category.
  • Prisma Twin Gremlins: the wiki's weapon data leaves the Prisma trait out; its page (rev 2784075) is in the wiki's Prisma category.
  • Furax Wraith: the wiki's weapon data gives no traits; its page (rev 2817299) is in the wiki's Wraith category.
  • Fire Blast: its page's infobox gives 0 energy; its text ('Ember expends 75 Energy') and the wiki's ability data give 75.
  • Scarab Swarm: its page's infobox gives 25 energy; its text ('Inaros expends 100 energy'), the wiki's ability data and game data give 100.
  • Parasitic Link: its page's infobox gives 0 energy and 'Mutation Stacks Cost: 1'; its text ('Nidus expends 25 energy') and the wiki's ability data give 25 energy.
  • Exalted Ironbride: the wiki's ability data gives 50 energy; its page's infobox and its text ('Bonewidow expends 25 energy') give 25.
  • Celestial Clash: the game's text holds the placeholders; the wiki's ability data (rev 2821823) reads 'Heat or Slash damage', its page (rev 2822958) the fire button (default LMB) for Sirius, the aiming button (default RMB) for Orion.
  • Primed Deadly Efficiency: the duration at 0.1 precision from the wiki's Stats table and Description (1.5s … 16.5s, game data's too); DE's export prints every other rank whole (2s … 17s).
  • Gara Prime: the wiki's warframe data gives her the old passive ("when exposed to bright light"); its Passives page (rev 2814676) has Gara's one passive, on a cast.
  • Shepherd: the card's "Squad's Companions receive +300 Health and +180 Armor": both on the companion. Game data gives only the Health upgrade the card's template, so the Armor one read as the warframe's.
  • Martial Fury: the wiki's Stats table (Power Rate −12.5%, −25%, −37.5%, −50%), the in-game card at rank 3 (−50%). The MULTIPLY rank rule on game data's 0.125 gives ×0.125 at rank 0 and ×0 from rank 1; DE's export prints −87.5% … −50%.
  • Martial Fury: the energy-rate factor shows as a percent of its change from 1 (×0.875 → −12.5%), as its card script says.
  • Martial Fury: the card at 0.1 precision from the wiki's Stats table (−12.5% … −50% Energy Rate); DE's export prints −87.5%, −75%, −62.5%, −50%.
  • Bell Ringer: the wiki's Stats table (Impact Stacks Applied 1, 2, 3, 4) and the card (+1 … +4).
  • Zid-an Asheir: the wiki's Effect table (rev 2762345), Tauron Strike Initial Charge 3% … 18%. Game data's 1500 per rank is in the gauge's own units (1500 = 3%); its template prints '+|val|%', which would read '+1500%'.
  • Zid-an Asheir: shown as a percent, 3% … 18% (the wiki's Effect table, rev 2762345).
  • Virtuos Surge at rank 3: 96%, the wiki's Stats table and Notes: 'Rank 3 conversion percent is actually 96%, not 98% as shown in-game' (game data 0.24 × 4). The card shows the value converted, as the 0.1-precision cards do.
  • Virtuos Forge at rank 3: 96%, the wiki's Stats table and Notes: 'Rank 3 conversion percent is actually 96%, not 98% as shown in-game' (game data 0.24 × 4). The card shows the value converted, as the 0.1-precision cards do.
  • Virtuos Spike at rank 3: 96%, the wiki's Stats table and Notes: 'Rank 3 conversion percent is actually 96%, not 98% as shown in-game' (game data 0.24 × 4). The card shows the value converted, as the 0.1-precision cards do.
  • Virtuos Trojan at rank 3: 96%, the wiki's Stats table and Notes: 'Rank 3 conversion percent is actually 96%, not 98% as shown in-game' (game data 0.24 × 4). The card shows the value converted, as the 0.1-precision cards do.
  • Biting Frost: Critical Damage equals Critical Chance at every rank (+130% … +200%). DE's export (WFCD) prints +29%, +50%, +75%, +100% Critical Damage.
  • Mecha Empowered: its description in Public Export Plus (and the wiki text), 'Increased Pistol Ammo recovery.', is a leftover the card doesn't print.
  • Tek Collateral: its description in Public Export Plus (and the wiki text), 'Increased Pistol Ammo recovery.', is a leftover the card doesn't print.
  • Scan Aquatic Lifeforms: no card text in WFCD or Public Export Plus. The wiki's card at rank 3 (100m, 40m) and its per-rank Stats table (25/10, 50/20, 75/30, 100/40 m).
  • Rumbled: DE's export (WFCD) prints 200%, 234%, 265%, 300% (a script placeholder); the wiki's Stats table (rev 2796589) 200%, 225%, 250%, 300%.
  • Discharge Strike: DE's card prints 10, 15, 20, 25; the wiki's Stats table (rev 2610088) 6, 13, 19, 25.
  • Sapping Reach: DE's card prints 10, 15, 20, 25; the wiki's Stats table (rev 2610094) 6.25, 12.5, 18.75, 25, to 0.1.
  • Shield Overload: DE's card prints 4, 5, 7, 9 s; the wiki's Stats table (rev 2610095) 2.25, 4.5, 6.75, 9 s, to 0.1.
  • Adhesive Blast: DE's card prints 17, 33, 50, 67, 83, 100%; the wiki's Stats table (rev 2721908) 17, 34, 51, 68, 85, 100%. Both start on 17%, so the wiki leads on its own (settle-wiki-first).
  • Adhesive Blast: its values on the wiki's Stats table, as its card; game data has 0.16666667 × (rank + 1).
  • Duplex Bond: DE's export floors it (8%, 16% … 41%), the wiki's Stats table rounds it (17%, 42%).
  • Evolution II's sprint speed requirement: the wiki (Paris Incarnon Genesis rev 2814449), "Despite the description, the effect only requires 1.1 or higher sprint speed".
  • Evolution II's sprint speed requirement: the wiki (Latron Incarnon Genesis rev 2815036), "Despite the description, the effect only requires 1.1 or higher sprint speed".