(02) (Arsenal) © 2026
Every arcane, and what it actually asks of you.
What each one does, how far it ranks, and where it goes. Most of them only pay out under a condition — the condition is the interesting part, so it is the part that is printed.
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Akimbo Slip Shot While sliding or aim gliding: Gain 65% ammo efficiency with Dual Pistols. -
Arcane Acceleration On Critical Hit: 30% chance for +90% Fire Rate to Primary Weapons (Excludes Shotguns) for 9s -
Arcane Aegis On Shield Damaged: 3% chance for +30% Shield Recharge for 12s -
Arcane Agility On Damaged: 60% chance for +60% Parkour Velocity for 18s -
Arcane Arachne On Wall Latch: +150% Damage to Primary and Secondary weapons for 30s -
Arcane Avenger On Damaged: 21% chance for +45% Critical Chance for 12s -
Arcane Awakening On Reload: 60% chance for +150% Damage to Pistols for 24s -
Arcane Barrier On Shield Damaged: 6% chance to instantly restore all Shields 6s cooldown -
Arcane Battery Gain 0.30 maximum Energy per Armor point, up to 1000 Energy. -
Arcane Bellicose Gain 6% Ability Strength for every 250 Max Health up to 72%. -
Arcane Blade Charger On Primary Weapon Kill: 30% chance for +300% Melee Damage for 12s -
Arcane Blessing On Health Pickup: +24 Max Health. Stacks up to 50x. -
Arcane Bodyguard On 6 Melee Kills within 30s: Heal Companion for 900 -
Arcane Camisado Attacks from summoned minions increase Ability Strength by 6% up to 60% on the next Ability Cast. Summons gain 20% Movement Speed. -
Arcane Circumvent Roll through enemies to steal 50% of their defenses for yourself. Stolen Armor lasts 15s. -
Arcane Concentration On Ability Cast: +60% Ability Duration for 3s -
Arcane Consequence On Headshot: +60% Parkour Velocity for 18s -
Arcane Crepuscular While invisible, gain +30% Ability Strength and +3x Final Critical Damage. -
Arcane Deflection +102% chance to resist a <DT_SLASH_COLOR>Slash Status effect. -
Arcane Double Back Gain +25% damage resistance for 4s per Dodge, Double Jump and Bullet Jump. Stacks up to 3x. -
Arcane Energize On Energy Pickup: 60% chance to replenish 150 Energy to self and allies within 15m 15s cooldown -
Arcane Eruption On Energy Pickup: 100% chance to Knockdown nearby enemies -
Arcane Escapist On Mercy Kill: Gain a stack of Escapist, up to 9x. On taking fatal damage, consume 3 stacks to avoid death and become invulnerable for 12s. -
Arcane Expertise 100% of Ability Strength modifiers are also applied to Max Shields. -
Arcane Fury On Critical Hit: 60% chance for +180% Melee Damage to Melee Weapons for 18s -
Arcane Grace On Health Damaged: 9% chance for +6% Health Regeneration/s for 9s -
Arcane Guardian On Damaged: 15% chance for +900 Armor for 20s -
Arcane Healing +102% chance to resist a <DT_RADIATION_COLOR>Radiation Status effect. -
Arcane Hot Shot Gain 6% weapon Critical Chance for 10s, when using abilities to inflict <DT_FIRE_COLOR>Heat Status effect on enemies. Maximum 50x stacks. -
Arcane Ice +102% chance to resist a <DT_FIRE_COLOR>Heat Status effect. -
Arcane Ice Storm On Enemy Frozen: Gain +2% Ability Strength and +2% Ability Duration for 15s. Stacks up to 20x. -
Arcane Impetus Unique Status Effects from Abilities grant +6% Ability Strength and +3% Ability Efficiency for 20s. -
Arcane Intention Gain +250 Max Health per active channeled ability. -
Arcane Momentum On Critical Hit: 60% chance for +150% Reload Speed to Sniper Rifles for 12s -
Arcane Nullifier +102% chance to resist a <DT_MAGNETIC_COLOR>Magnetic Status effect. -
Arcane Persistence Remove all Shields. If Armor is above 700: Cannot be hit for more than 500 Damage/s. Magnetic Status and Ability Nullifying Effects disable this protection. -
Arcane Phantasm On Block: 45% chance for +60% Speed for 18s -
Arcane Pistoleer On Pistol Headshot Kill: 60% chance for +102% Ammo Efficiency for 12s -
Arcane Power Ramp On Ability Cast: Next Ability cast gains +9% Ability Strength, stacking up to 4x. Resets when the same ability is recast consecutively. -
Arcane Precision On Headshot: +300% Damage for 18s on Secondary Weapon -
Arcane Primary Charger On Melee Kill: 30% chance for +300% Primary Weapon Damage for 12s -
Arcane Pulse On Health Pickup: 60% chance to restore 500 Health to allies within 25m 15s cooldown -
Arcane Rage On Headshot: 15% chance for +180% Damage to Primary Weapons for 24s -
Arcane Reaper On Melee Kill: +24 Health Regen/s and +660 Armor for 10s. -
Arcane Resistance +102% chance to resist a <DT_POISON_COLOR>Toxin Status effect. -
Arcane Rise On Reload: 60% chance for +150% Damage to Primary Weapons for 24s -
Arcane Sculptor On creating an object with abilities: casts have 175% Ability Efficiency for 12 seconds -
Arcane Steadfast On Ability Cast: 20% chance that the next three Abilities will not cost Energy. -
Arcane Strike On Hit: 15% chance for +60% Attack Speed to Melee Weapons for 18s -
Arcane Tanker On Archgun Equipped: +1,200 Armor for 60s -
Arcane Tempo On Critical Hit: 15% chance for +90% Fire Rate to Shotguns for 12s -
Arcane Trickery On Finisher Kill: 15% chance to become invisible for 30s -
Arcane Truculence When gaining 3,000 or more Overguard threshold, release a 30m Radial Attack that applies max <DT_VIRAL_COLOR>Viral Status stacks. -
Arcane Ultimatum On Finisher Kill: +1,200 Armor for 45s -
Arcane Universal Fallout Each <DT_RADIATION_COLOR>Radiation Status Effect inflicted on enemies by Abilities gives a 6% chance to drop a Universal Orb on enemy death. -
Arcane Velocity On Critical Hit: 90% chance for +120% Fire Rate to Pistols for 9s -
Arcane Victory On Headshot Kill: 75% chance for +3% Health Regeneration/s for 9s -
Arcane Warmth +102% chance to resist a <DT_FREEZE_COLOR>Cold Status effect. -
Cascadia Accuracy On Roll: +300% Critical Chance on Weakpoint Hits for 4s -
Cascadia Empowered On Status Effect: Deals +750 Damage matching the Damage Type of the Status Effect -
Cascadia Flare On <DT_FIRE_COLOR>Heat Status Effect: +12% Damage for 10s. Stacks up to 480%. -
Cascadia Overcharge While Overshields Active: +300% Critical Chance -
Conjunction Voltage On <DT_ELECTRICITY_COLOR>Electricity Status Effect: +1.5% Reload Speed and +3% Multishot for 12s. Stacks up to 40x. -
Emergence Dissipate While in Void Sling: Press <PRE_ATTACK> to dissipate the endpoint in a 10m radius. Enemies hit create a short lived Void Mote that replenishes 10 Energy on pick up. -
Emergence Renewed On Energy Depleted: Increase Energy Regeneration by 300% over 5s. Cooldown: 30s -
Emergence Savior On Lethal Damage: Become invulnerable for 5s and recover 60% Health. Cooldown: 90s -
Eternal Eradicate On Operator Ability: +60% Damage to Amps for 8s -
Eternal Logistics On Void Sling: +72% Amp Ammo Efficiency for 8s -
Eternal Onslaught On Energy Depleted: 180% Critical Chance for 8s -
Exodia Brave On Heavy Attack Kill: +5 Energy Rate for 4s. Stacks up to 3x. -
Exodia Contagion After a Bullet Jump or Double Jump: Melee while Aim Gliding launches a projectile that explodes on impact -
Exodia Epidemic After a Bullet Jump or Double Jump: Slam emits a shockwave forwards that suspends enemies in the air for a short period -
Exodia Force On Status Effect: 50% chance to deal 200% Weapon Damage to enemies within 6m. -
Exodia Hunt On Ground Slam: 50% chance to pull enemies within 12m into melee range. -
Exodia Might On Finisher Kill: 50% chance for +30% Life Steal for 8s -
Exodia Triumph +50% Additional Combo Count Chance -
Exodia Valor +200% Additional Combo Count Chance on Lifted enemies -
Fractalized Reset On Ability Cast: +240% Reload Speed for 5s -
Longbow Sharpshot On Headshot: Gain +300% damage on your next shot. -
Magus Accelerant On Void Sling: Reduce Enemy Resistance to <DT_FIRE_COLOR>Heat Damage by 65%. -
Magus Aggress On Warframe Melee Transference: Heavy Blades deal +300% Critical Damage for 4 consecutive attacks. Cooldown 20s. -
Magus Anomaly On Transference In: Enemies within 30m are pulled towards Warframe. -
Magus Cadence On Void Sling: +90% Sprint Speed for 12s -
Magus Cloud On Void Mode: +300% Void Sling Radius for 6s -
Magus Destruct On Void Sling: Reduce Enemy Resistance to <DT_PUNCTURE_COLOR>Puncture Damage by 65%. -
Magus Drive On Transference In: Increase K-Drive Speed by 150% for 30s. -
Magus Elevate On Transference In: 95% chance to restore 300 Health to Warframe -
Magus Firewall On Void Mode: Generate Void Particles every 1s up to 6 particles, each granting 12.5% Damage Reduction for 60s. Taking damage consumes a particle. -
Magus Glitch On Transference Static: 102% chance to negate Transference Static. -
Magus Husk On Transference Out: +300 Armor -
Magus Lockdown On Void Sling: Drop a mine that tethers up to 10 enemies in 15m for 4s. -
Magus Melt On Void Sling: Increase <DT_FIRE_COLOR>Heat Damage in Operator Mode by 30% for 15s, stacking up to 7x. -
Magus Nourish While An Operator: Restores 35 Health/s to Warframe. -
Magus Overload On Void Sling: Stun robotic enemies for 3s, which then discharge <DT_ELECTRICITY_COLOR>Electricity Damage dealing 80% of their Max Health to anyone within 25m. -
Magus Repair On Void Mode: Heal Warframes within 30m by 25% Health/s. -
Magus Replenish On Void Sling: Heal 30% Health -
Magus Revert On Void Sling: Use again within 3s, to return the Operator to their original position at no energy cost. Restores 60 Health. 3s cooldown. -
Magus Vigor On Transference Out: +600 Health -
Melee Afflictions Enemies affected by Status Effects gain 6 additional stacks when they're knocked down or flung by melee attacks. -
Melee Animosity On Melee Hit: Gain 42% Critical Chance on your next Heavy Attack, up to 420% -
Melee Assimilation On Shield Break: +150% Melee Damage on Heavy Attack and Heavy Attack kills restore +30% of max Shields for 20s. -
Melee Careen x2.50 Melee Damage against Frozen enemies. On Roll: <DT_FREEZE_COLOR> Freeze enemies in a 5.5m radius with a 2s Cooldown. -
Melee Crescendo On Finisher Kill: Gain 6 Initial Combo for the rest of your mission -
Melee Doughty Gain 1.0x Critical Damage for every 10% <DT_PUNCTURE_COLOR>Puncture Status chance on your Melee Weapon. -
Melee Duplicate On Base Critical Hits: 100% chance for your attack to strike a second time -
Melee Exposure On Ability Cast: Gain 60% Corrosive Damage on Melee strikes for 25s. Stacks up to 240%. -
Melee Fortification On Melee Kill: +210 Armor for 10s -
Melee Influence On Melee <DT_ELECTRICITY_COLOR>Electricity Status: 20% chance for elemental Melee Status Effects to apply to enemies within 20m for 18s. Cannot refresh while active. -
Melee Retaliation Gain 30% Melee Damage for every 200 current Shields, up to 420%. Bonus halved for Overshields. -
Melee Vortex Kill an enemy affected by <DT_MAGNETIC_COLOR>Magnetic Status for a 45% chance to pull in enemies within 18m radius -
Molt Augmented On Kill: +0.24% Ability Strength. Stacks up to 250x. -
Molt Efficiency While Shields are Active: Gain 6% Ability Duration per second, up to a maximum of 36% -
Molt Reconstruct Heal yourself and allies within Affinity Range 6 Health for each Energy point spent on the initial casting cost of abilities. -
Molt Vigor On Operator Ability: 45% Ability Strength on next Warframe Ability Cast -
Pax Bolt On Headshot Kill: +30% Ability Efficiency and +30% Ability Strength on the next Ability used within 4s. -
Pax Charge Battery Recharge Delay is reduced by +50% -
Pax Seeker On Headshot Kill: 4 projectiles burst from the target and seek the heads of nearby enemies. -
Pax Soar +50% Accuracy while Airborne -50% Weapon Recoil while Airborne +5s Aim Glide/Wall Latch Duration -
Primary Blight On <DT_POISON_COLOR>Toxin Status Effect: +3.6% Critical Damage and +1.8% Multishot for 12s. Stacks up to 40x. -
Primary Bulwark Gain +1% damage for each unit of armor past 1,000, up to a max of +500%. -
Primary Compression On aim: x0.2 explosion radius, +100% damage and +5.5% ammo efficiency for every 1m radius lost. -
Primary Crux On Weak Point Hit: Gain +30% Status Chance and +6% Ammo Efficiency for 10s. Stacks up to 10x. -
Primary Deadhead On Headshot Kill: +120% Damage for 24s. Stacks up to 3x. +30% to Headshot Multiplier -50% Weapon Recoil -
Primary Debilitate If an enemy has 10 stacks of a combined Status Effect, inflicting the same Status Effect again has a 100% chance to inflict one of the base Status Effects it is composed of. -
Primary Dexterity On Melee Kill: +60% Damage for 20s. Stacks up to 6x. +7.5s Combo Duration -
Primary Exhilarate On Weapon <DT_IMPACT_COLOR>Impact Status Effect: +1.2 Energy Regen/s for 10s. Stacks up to 3x. -
Primary Frostbite On <DT_FREEZE_COLOR>Cold Status Effect: +3% Critical Damage and +2.25% Multishot for 12s. Stacks up to 40x. -
Primary Merciless On Kill: +30% Damage for 4s. Stacks up to 12x. +30% Reload Speed -
Primary Obstruct On Weapon <DT_MAGNETIC_COLOR>Magnetic Status Effect: Enemy weapons jam within 15m of target. Cooldown 10s. -
Primary Overcharge While at or above 90% Energy: Gain 35% of Max Energy as Multishot, capped at 350%. -
Primary Plated Round On Reload: Deal increased damage per round loaded based on max magazine size. Lasts for 10s. -
Residual Boils On Kitgun Kill: 20% chance to spawn volatile hives for 12s that explode when enemies approach for 80 <DT_FIRE_COLOR>Heat Damage in 10m. Standing in the area applies <DT_FIRE_COLOR>Heat Damage type to Theorem Arcanes. -
Residual Malodor On Kitgun Kill: 20% chance to create a frigid mist for 12s, dealing 40 <DT_FREEZE_COLOR>Cold Damage/s. Standing in the area applies <DT_FREEZE_COLOR>Cold Damage to Theorem Arcanes. -
Residual Shock On Kitgun Kill: 20% chance to spawn an electrified spike for 12s, dealing 200 <DT_ELECTRICITY_COLOR>Electricity Damage to enemies within 10m. Standing in the area applies <DT_ELECTRICITY_COLOR>Electricity Damage to Theorem Arcanes. -
Residual Viremia On Kitgun Kill: 20% chance to create pool of toxic blood for 12s, dealing 40 <DT_POISON_COLOR>Toxin Damage/s. Standing in the area applies the <DT_POISON_COLOR>Toxin Damage to Theorem Arcanes. -
Secondary Cryogenic On <DT_PUNCTURE_COLOR>Puncture: Apply 3 <DT_FREEZE_COLOR>Cold stacks on targets within 15m. -
Secondary Deadhead On Precision Headshot Kill: +120% Damage for 24s. Stacks up to 3x. +30% to Headshot Multiplier -50% Weapon Recoil -
Secondary Dexterity On Melee Kill: +60% Damage for 20s. Stacks up to 6x. +7.5s Combo Duration -
Secondary Encumber On Status Effect: +24% chance to trigger a second random Status Effect. -
Secondary Enervate On Hit: Increase Critical Chance by 10%. Resets after 6 Big Critical Hit. -
Secondary Fortifier Gain 1 Overguard for every 100 Damage dealt to an enemy's Overguard. Deals x8 Extra Damage to Overguard. -
Secondary Irradiate On hitting enemies afflicted by 10 stacks of <DT_RADIATION_COLOR>Radiation: Deal 180% of the hit damage to enemies within 7m. -
Secondary Kinship While Buffing Ally Warframes: +20% Critical Chance per buff -
Secondary Merciless On Kill: +30% Damage for 4s. Stacks up to 12x. +30% Reload Speed -
Secondary Outburst On swapping to Secondary Weapon, consume all Combo Multipliers to increase Secondary Weapon Critical Chance and Critical Damage by 20% per Combo consumed for 30s. -
Secondary Shiver Enemies take +45% damage per <DT_FREEZE_COLOR>Cold Status -
Secondary Surge On Ability Cast: Next shot gains a Damage Multiplier for every 200 current Energy, up to x8. -
Shotgun Vendetta On shotgun kill within 5m of target: +180% Multishot and +75% Reload Speed for 15s. -
Theorem Contagion Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing 150 damage increasing their vulnerability to the globe's damage type by 200% for 6s. Globes will persist for 30s upon leaving the zone. -
Theorem Demulcent Standing in a zone created by a Residual Arcane increases weapon damage by 12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone. -
Theorem Infection Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 90m by 24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone. -
Virtuos Forge On Hit: Converts 98% <DT_RADIANT_COLOR>Void Damage to <DT_FIRE_COLOR>Heat Damage. -
Virtuos Fury On Status Effect: 20% chance for +30% Damage for 4s -
Virtuos Ghost On Headshot: 40% chance for +60% Status Chance for 12s -
Virtuos Null On Kill: +20% Amp Energy Regeneration for 4s -
Virtuos Shadow On Headshot: 40% chance for +60% Critical Chance for 12s -
Virtuos Spike On Hit: Converts 98% <DT_RADIANT_COLOR>Void Damage to <DT_PUNCTURE_COLOR>Puncture Damage. -
Virtuos Strike On Critical Hit: 20% chance for +80% Critical Damage for 4s -
Virtuos Surge On Hit: Converts 98% <DT_RADIANT_COLOR>Void Damage to <DT_ELECTRICITY_COLOR>Electricity Damage. -
Virtuos Tempo On Kill: 60% chance for +60% Fire Rate for 8s -
Virtuos Trojan On Hit: Converts 98% <DT_RADIANT_COLOR>Void Damage to <DT_VIRAL_COLOR>Viral Damage. - Zid-An Asheir 6% Status chance for all Warframe weapons for each enemy hit with Tauron Strike, up to 300%. Buff lasts for 30s +18% Tauron Strike Initial Charge.
- Zid-An Haras 48% Warframe Ammo Efficiency for 30s after executing Tauron Strike +18% Amp Ammo Efficiency
- Zid-An Osbok Void Sling strips 30% of enemy Overguard. When Overguard is stripped: +3.0x Amp Critical Damage for 15s.
- Zid-An Sek-Eel Gain invisiblity for 30s after activating Tauron Strike +9% Tauron Strike Charge Rate
- Zid-An Uskos On Operator and Tauron Strike Kill: 2.4% <DT_FIRE_COLOR>Heat Damage for Secondary Weapon for duration of mission, max 250%
No arcane matches that filter.
The planner prints arcanes; it does not count them. 152 of these 166 only pay out under a condition — on a headshot, while sliding, for twenty seconds after taking a hit — so adding them to a stat sheet would show a number the game gives you in one situation and not the rest. The condition is written on every one of these pages instead.