Expend 25Energy to increase the Ability Strength of the next ability cast, granting it a 20% / 30% / 40% / 50% additive Ability Strength bonus. Empower lasts indefinitely until the bonus applies to a different ability.
Empower's icon with the bonus percentage is displayed next to the shield and health indicators while active. Ability icon becomes greyed-out with an in-use animation.
Empower's ability strength bonus is similar in function as the Energy Conversion mod.
Single cast abilities instantly benefit from the bonus on cast.
Channeled and toggled abilities benefit from the bonus as long as the ability remains activated.
Cycled abilities such as Minelayer and Quiver only benefit from the bonus upon cast and will not apply the bonus during sub-ability selection.
Cannot be recast while active. Empower does not affect itself.
Casting Empower is a full-body animation that restricts movement and other actions.
The Warframe visually initiates a fighting stance as energy radiates from its left hand. While Empower is active, a continuous energy pulse emits from the right shoulder.
Expend 50Energy to instantly increase sprint speed by 35% / 45% / 50% / 60% and parkour velocity by 15% / 20% / 25% / 30%, lasting for 5 / 6 / 7 / 8 seconds.
Infested Mobility's icon with the sprint speed percentage is displayed next to the shield and health indicators while active.
Cannot be recast while active.
Casting Infested Mobility does not play an animation.
The Warframe visually leaves a trail similar to Volt's Speed.
This ability is functionally different from Volt's Speed, however, as it only increases specifically sprinting speed, but not walking speed, therefore it does not speed up abilities that lock the warframe in a walking state, such as Assimilate or Mesa's Waltz.
However, because this ability also affects parkour speed, it can increase the speed of dodge maneuvers and their momentum. This means that while it does not affect walking speed, walking abilities such as Ivara's Prowl can still take advantage of the faster rolling speed to move faster without breaking the invisibility conditions.
The effects from this ability can stack with similar speed boosting abilities while it is active, such as Speed.
The sprint speed buff stacks additively with other sprint speed modifiers. For example, Rush combined with Infested Mobility at max rank and 130% Ability Strength will increase the frame's sprint speed by 1 + 30% + (60% × 130%) = 2.08x
The multiplicative speed buff from Volt's Speed also multiplies the buff from Infested Mobility. For example, Rush combined with Speed and Infested Mobility at max rank and 130% Ability Strength will increase the frames sprint speed by (1 + 30% + (60% × 130%)) × (1 + (50% × 130%)) = 3.432x
Expend 50Energy to instantly restore the user's Companion's Shield and Health points by 25% / 50% / 75% / 100% of their maximum capacity, while teleporting it to the user's side from any distance.
If the player is airborne or away from solid surfaces, the companion will teleport to the nearest solid surface from the player's position.
Casting Master's Summons is an upper-body animation that allows movement while restricting other actions.
The Warframe visually lifts and clenches its right hand into a fist, creating a flash of light as the companion teleports nearby from within a combustion-like particle effect.
Expend 50Energy to restore Shield points to 25% / 50% / 75% / 100% of maximum capacity, while triggering a 12 second cooldown before this ability can be cast again.
Remaining cooldown time is displayed on the ability icon during its countdown.
Shields are restored after the casting animation finishes.
Expend 25Energy to grant the user a 100% chance to trigger an auto-breach on the next hack. Perspicacity lasts indefinitely until the player initiates a hack from consoles and other interactive Objects.
Perspicacity's icon with the hack chance percentage is displayed next to the shield and health indicators while active. Ability icon becomes greyed-out with an in-use animation.
Casting Perspicacity is an upper-body animation that allows movement while restricting other actions.
The Warframe visually brings its hands together while motioning a spherical shape, gathering energy that envelops the entire body once the motion is completed.
Expend 50Energy to improve all equipped weapons' Ammo Efficiency by 75%, lasting for 3 / 3.5 / 4 / 5 seconds.
This ability reduces ammo usage to 1 after every 4 shots.
The way this works is by dividing the ammo cost so each shot consumes a quarter of the original, and keeps track of the fractions as well.
For weapons with a single-round magazine like the Exergis, the round gets consumed after the 4th shot so such weapons can greatly benefit from the ability.
Archguns deployed via an Archgun Deployer are also fully affected by this, so such weapons with heavy ammo limits like a Grattler can also greatly benefit from the ability.
For bows, an arrow is used every 4 shots, but it will still have a reload delay between each shot.
For weapons with a magazine-emptying alt fire burst like the Nagantaka, the burst fire will fire as many shots as there were in the magazine at the time the burst was started, but will still consume 1 ammo after every 4 shots. So after the burst there will be ammo remaining, and the burst can be used again.
Stacks multiplicatively with other sources of Ammo Efficiency.
Expend 50Energy to stun a single target on the aiming reticle within 15 / 20 / 25 / 30 meters, marking it for death indefinitely until the next hit from the caster or upon its death. 35% / 45% / 60% / 75% of the next damage instance including Critical Hit and Status Effects the user inflicts to target is then inflicted to all other enemies in direct line of sight and within 7 / 8 / 9 / 10 meters from the marked target; only 1 target may be marked for death at a time.
Damage is capped at 150%.
Marked For Death's ability icon becomes grayed-out with an in-use animation while active.
The marked target is also dealt damage from the explosion.
Allies and companions can not set off the explosion of a marked target, only the original caster can.
Sevagoth's Tombstone passive's ability Consume does not set off the explosion of a marked target.
The explosion damage is calculated after all other bonuses and reductions, except multishot, and is quantized. 35% / 45% / 60% / 75% of that damage is then dealt to enemies in range upon explosion. It is essentially a portion of the damage number that appears on-screen when damaging the marked target.
Reductions include mods, debuffs from outside sources, damage reduction from the marked target's armor, and the marked target's damage resistances from Damage Type Modifiers.
The final damage distribution is the same as the distribution of the modded weapon.
Damage cannot exceed the target's remaining health/shield. For example, a target with 5 health receives 100 damage, but will only spread 5 damage to all other enemies.
Casting Marked For Death is an upper-body animation that allows movement while restricting other actions.
The Warframe visually clasps its right hand while facing the target to tag it with an energy mark, stunning the target in place for a few seconds; the marked target visually emits a downward stream of energy while marked.
Tips & Tricks
Due to the health/shield gate, Marked For Death works more effectively when used against heavy units such as Bombard, Corpus Tech, Ancients, or any Eximus.
Expend 50Energy to affect all enemies within 6 / 8 / 10 / 12 meters and a 45° angle cone in front of the caster. Enemies hit by Expedite Suffering while debuffed with active Slash and ToxinStatus Effects will instantly receive the full damage from all damage ticks of the procs, multiplied by 1 times; status effects are removed after inflicting damage. If enemies without the two types of eligible status effects are hit by Expedite Suffering, they are only briefly Staggered.
Tips & Tricks
Status duration mods increase the damage inflicted. This is a useful way to multiply damage on top of extra status change modifiers.
A great way of dealing with tough bosses, as players can simply refresh the Bleed and Toxin procs on them after using the ability to inflict burst damage.
Saryn benefits especially well with this Helminth ability due to her passive naturally extending inflicted status duration.
Expend 50Energy to self-heal by 500Health points over the course of 10 seconds. Allies within Affinity Range receive a total of 50 energy over the course of the same duration.
Energy restored is negatively affected by increasing Ability Efficiency (or positively in case of reduced Efficiency via Blind Rage).
The extended affinity range in Railjack missions does not apply.
Total Health and energy restored are not affected by Ability Duration - Voracious Metastasis will restore the same total amount regardless of duration.
If it restores 500 health and 50 energy with a duration of 10 seconds, it will restore 50 health and 5 energy per second. Reducing that duration to 5 seconds will restore 100 health and 10 energy per second.
This means Voracious Metastasis will restore more health and energy per second with lower Ability Duration.
When subsumed onto Hildryn, the ability will still grant energy to allies equal to the amount of shields sacrificed.
Subsuming this ability onto Lavos will not allow him to grant energy to allies, as he cannot spend energy.
Tips & Tricks
This ability is incredibly effective on Hildryn as she can quickly restore any spent shields via Pillage, and assuming her Ability Efficiency is unmodified she generates up to 500 energy for her allies; for reference the highest base Energy Capacity on any Warframe is Garuda Prime's 320, with a build focused on maximizing energy capacity increasing it to 1333.
This is an alternative option to consider for Saryn and Regenerative Molt. Both have identical Energy Costs and sum total health restored, but while Molt provides a decoy, debuff removal, and a brief speed boost, Voracious Metastasis can heal Saryn without using up a mod slot and provides some energy for Saryn's allies.
Blind Rage synergizes well with this ability, as the increased Ability Strength increases self-heal amount and the increased Energy cost also translates to increased Energy restore to allies.
Emit a pulse that adds stacks to Status Effects already afflicting enemies, except Bleed, Heat, and Toxin effects which are duplicated with fresh timers.
Expend 50Energy to emit a radial pulse with an initial radius of 5 / 6 / 7 / 8 meters, which follows as an aura and rapidly expands outward by 8 / 12 / 16 / 20 meters per second over a duration of 2 seconds. All enemies in direct line of sight touched by this pulse have 10 new stacks of each active Status Effect currently affecting them; Heat, Slash, and Toxin status procs instead add 1 new status proc with a full timer for the damage of all respective procs combined.
Damaging procs created by this ability do not take elemental mods for their respective proc type into account with the exception of Heat.
For Heat procs only one stack is added but for the combined damage of all active Heat procs, and the timer of all Heat stacks is refreshed (normal behaviour when new Heat stacks are applied).
For Slash and Toxin only one stack is added that does the combined damage of all the respective active procs not caused by this ability.
For Electricity and Gas, ten stacks are added, with each proc in the stack doing combined damage of all the respective active procs not caused by this ability.
New stacks do not take status-duration modifiers from mods (e.g. Continuous Misery) into account.
New stacks do take status-duration modifiers from Warframe abilities and passives (e.g. Lavos' passive) into account.
New stacks only have factions mods (e.g. Bane of Grineer) applied once instead of twice, with the exception of Heat.
Cannot be recast while the Pulse's Aura is active.
Tips & Tricks
Good in conjunction with abilities and weapons that can apply low amounts of status stacks to a big group of enemies. e.g. Cedo alt-fire.
Repeated usage with heat procs escalates the damage exponentially.
Lower duration limits range but allows for more frequent casting, allowing for faster stacking of heat procs.
Bugs
When all originally applied slash/toxin procs ended and only copies from this ability are active the new copies only deal 1 damage per tick.
If nothing is in detection range, the ability will not be used and show the message "AREA IS BARREN".
Golden Instinct will not trigger on Sabotage caches.
Golden Instinct will not trigger on Maroo's Weekly Mission's target Ayatan Sculpture, but may still trigger on other possible objects of interest in the same mission including other Ayatan Sculptures.
Golden Instinct will not trigger on open Rare Storage Containers. Should a player stop getting Void Sparks without finding any items and after using a large area of effect or crate-breaking ability, it may mean a nearby Rare Crate has been opened.
Alternatively, since Sentient Cores are considered "rare" enough to be detected, a previously detected core could have been picked up since, with no other detectable items on the map. With long enough Ability Range, Golden Instinct will detect cores that are too far away to be marked on the HUD, creating situations where the player may be unaware of a core dropped by Sentient killed by another Tenno far behind the player's position, yet Golden Instinct will mislead the player to believe there is something worth coming back for. It is therefore recommended to use Vacuum/Fetch and hoover up all the cores as soon as they drop from enemies to avoid "poisoning" the pool of detectable items, and to not stray too far from other players on Sentient-heavy maps.
Tips & Tricks
Equipping Narrow Minded on a Warframe with Golden Instinct can actually be a helpful option, as it greatly reduces the radius upon which the Void Spark can detect an item and thus reduce the area needed to cover to search for said item, as opposed to having a large range and then having a far larger area to search around.
A reduced Ability Range also allows a player to repeatedly try activating the skill until a detectable item is in actual range and conveniently close to look for, saving up Energy and possibly time.
Golden Instinct can be paired with Orokin Eye support ability of the Parallax landing craft. It can be particularly effective if Ability Range of Golden Instinct is reduced to just below 150m of Orokin Eye: move through the map and repeatedly try to use Golden Instinct; once it detects something, immediately deploy Orokin Eye to pinpoint the location of the item.
This can also be done without a reduced Ability Range, but in that case the item might be out of range of Orokin Eye, wasting its use. However, multiple Tenno coordinating their use of Orokin Eye in different areas of the map after Golden Instinct with a large Ability Range confirms the presence of a rare item early in the mission can offset this and in most cases find it even faster. Keep in mind that on larger maps, default or lower Ability Range may be insufficient to detect anything without deviating from the main path, so this approach might be more effective overall.