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With her quiver of tactical arrows, this huntress prowls unseen and strikes without warning.

This is Ivara, the huntress, the thief.

Don't roam around the forest looking for a fight, Tenno. Ivara is always on guard.

Release Date: December 3rd, 2015

Equipped with a diverse selection of arrows, deft hands, shroud of stealth and an exalted bow, the crafty Ivara infiltrates hostile territory with deception and diversion, and eliminates threats with a shot from beyond. Ivara emerged in Update 18.0.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 325 Blueprint Price: N/A
Neuroptics
Credits64
15,000
Neurode64
5
Plastids64
800
PolymerBundle64
2,600
ArgonCrystal64
2
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Morphics64
5
Cryotic
2,000
Rubedo64
700
DENitainExtract
4
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ControlModule64
5
Rubedo64
1,000
DENitainExtract
5
ArgonCrystal64
1
Time: 12 hrs
Rush: Platinum64 25

AcquisitionEdit

Ivara's components can be obtained from Spy missions (including Nightmare Mode) depending on mission level. Alerts and sorties do not reward identified caches therefore are exempt. All parts are in Rotation C of their respective reward tables, meaning they require three successful data extractions to be an eligible reward for the mission.

View Drop Locations

Last updated: Update: Chains of Harrow
Difficulty Component Planet Node Level Faction Tileset
Easy
Levels 1-15
Systems
Systems (9.09%)
Earth Cambria 2-4 IconGrineerB Grineer Forest
Venus Unda 4-6 IconCorpusB Corpus Outpost
Mercury Suisei 8-10 IconGrineerB Grineer Galleon
Mars Arval 9-11 IconGrineerB Grineer Settlement
Phobos Shklovsky 11-13 IconCorpusB Corpus Ship
Medium
Levels 16-25
Chassis
Chassis (5.64%)
Ceres Bode 12-14 IconGrineerB Grineer Shipyard
Jupiter Amalthea 17-19 IconCorpusB Corpus Gas City
Europa Valac 18-20 IconCorpusB Corpus Ship
Saturn Dione 21-23 IconGrineerB Grineer Asteroid
Lua (7.37%) Pavlov 25-30 IconGrineerB+IconCorpusB Orokin Moon
Hard
Levels 26+
Helmet
Neuroptics (7.52%)
+
Blueprint2
Blueprint (7.52%)
Uranus Rosalind 27-29 IconGrineerB Grineer Sealab
Neptune Laomedeia 30-32 IconCorpusB Corpus Ice Planet
Pluto Oceanum 32-36 IconCorpusB Corpus Outpost
Sedna Kappa 34-38 IconGrineerB Grineer Galleon

Last updated: Update: Chains of Harrow
Difficulty Component Planet Node Level Faction Tileset
Easy
Levels 1-15
Systems
Systems (9.09%)
Earth Cambria 2-4 IconGrineerB Grineer Forest
Venus Unda 4-6 IconCorpusB Corpus Outpost
Mercury Suisei 8-10 IconGrineerB Grineer Galleon
Mars Arval 9-11 IconGrineerB Grineer Settlement
Phobos Shklovsky 11-13 IconCorpusB Corpus Ship
Medium
Levels 16-25
Chassis
Chassis (5.64%)
Ceres Bode 12-14 IconGrineerB Grineer Shipyard
Jupiter Amalthea 17-19 IconCorpusB Corpus Gas City
Europa Valac 18-20 IconCorpusB Corpus Ship
Saturn Dione 21-23 IconGrineerB Grineer Asteroid
Lua (7.37%) Pavlov 25-30 IconGrineerB+IconCorpusB Orokin Moon
Hard
Levels 26+
Helmet
Neuroptics (7.52%)
+
Blueprint2
Blueprint (7.52%)
Uranus Rosalind 27-29 IconGrineerB Grineer Sealab
Neptune Laomedeia 30-32 IconCorpusB Corpus Ice Planet
Pluto Oceanum 32-36 IconCorpusB Corpus Outpost
Sedna Kappa 34-38 IconGrineerB Grineer Galleon

Last updated: Update: Chains of Harrow
Difficulty Component Planet Node Level Faction Tileset
Easy
Levels 1-15
Systems
Systems (9.09%)
Earth Cambria 2-4 IconGrineerB Grineer Forest
Venus Unda 4-6 IconCorpusB Corpus Outpost
Mercury Suisei 8-10 IconGrineerB Grineer Galleon
Mars Arval 9-11 IconGrineerB Grineer Settlement
Phobos Shklovsky 11-13 IconCorpusB Corpus Ship
Medium
Levels 16-25
Chassis
Chassis (5.64%)
Ceres Bode 12-14 IconGrineerB Grineer Shipyard
Jupiter Amalthea 17-19 IconCorpusB Corpus Gas City
Europa Valac 18-20 IconCorpusB Corpus Ship
Saturn Dione 21-23 IconGrineerB Grineer Asteroid
Lua (7.37%) Pavlov 25-30 IconGrineerB+IconCorpusB Orokin Moon
Hard
Levels 26+
Helmet
Neuroptics (7.52%)
+
Blueprint2
Blueprint (7.52%)
Uranus Rosalind 27-29 IconGrineerB Grineer Sealab
Neptune Laomedeia 30-32 IconCorpusB Corpus Ice Planet
Pluto Oceanum 32-36 IconCorpusB Corpus Outpost
Sedna Kappa 34-38 IconGrineerB Grineer Galleon

This gives an expected 13-14 complete runs for the main blueprint, 13-14 complete runs for the Neuroptics, 11 complete runs for the Systems, 13-14 complete runs for the Chassis on Lua, and 17-18 complete runs for the Chassis in all other Tier II Spy missions. To nearly guarantee at least one drop for each part 118±29 complete runs are needed for the main blueprint, 118±29 complete runs for the Neuroptics, 97±24 complete runs for the Systems, 121±30 complete runs for the Chassis on Lua, and 159±40 complete runs for the Chassis in all other Tier II Spy missions.

TriviaEdit

  • Ivara is a name derived from the Old Norse word Ívarr, which means "the bow of the warrior."
    • In Norse legend, the similarly named Ivar the Boneless was a legendary warrior heralded as a deadly archer.
  • The line in Lotus' summary, "Don't roam around the forest looking for a fight," is a direct reference to a musical number in the film Robin Hood: Men in Tights.
  • As mentioned in Devstream 64, Ivara's visual design was influenced by tree frogs, with her default color scheme sharing their bright coloration.
    • Her original gameplay design similarly included Toxin b Toxin damage, though this was ultimately abandoned sometime during development.
  • Ivara's base energy capacity of 175 is the highest of all non-Prime Warframes and the second highest overall.
  • Ivara's Artemis Bow is affected by the Eros Arrow Skin if used while Artemis Bow is active. (The arrow skin is removed once Artemis Bow is deactivated). In contrast, using Eros Arrows before casting Artemis Bow will not trigger this effect.

Edit Tab

SentryEdit

Ivara has an innate radar that detects enemies within 20 meters and displays their position on the minimap. This effect stacks with Animal Instinct, Enemy Radar, Enemy Sense, and Stealth Drift.

AbilitiesEdit

Quiver QuiverIcon
ENERGY
25
KEY
1
Quiver
Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows.
Strength:N/A
Duration:12 s (bubble duration)
10 s (sleep duration)
Range:2.5 m (bubble radius)
20 m (noise radius)
6 m (sleep radius)
Misc:3 (max bubbles)
4 (max ziplines)
100 m (zipline range)
50% (sleep health threshold)

  • Ivara launches one of her variety of specialized arrows that performs a different ability depending on the selected arrow type. Quiver cycles between arrow types upon tapping the ability key (default 1 ), while holding down the key and releasing launches the selected arrow. Up to four different arrow types are unlocked as the ability increases in rank, listed below:

  • Unlocked by default. (Warframe Rank 0)
  • Cloak Arrow anchors onto any surface or entity upon impact, generating an energy bubble that cloaks Ivara and her allies within 2.5 meters of its point of impact for 12 seconds.
    • Bubble duration is affected by Ability Duration.
    • Bubble radius is affected by Ability Range.
    • Cloak Arrow can be attached to allies, enemies, objects, and terrain.
  • A maximum of 3 bubbles can be active simultaneously. Firing an additional Cloak Arrow will replace the oldest active bubble.
  • While Rescue Hostages are affected by Cloak Arrow, objectives such as Cryopods, Excavators, and Power Cores cannot be cloaked.

  • Unlocked at Rank 1. (Warframe Rank 7)
  • Dashwire Arrow anchors onto any terrain surface up to 100 meters away upon impact, forming a zipline from Ivara's feet to its point of impact which can be used to travel to the targeted location.
    • Zipline range is not affected by Ability Range.
    • The path from Ivara's feet to the impact point must be clear to create a zipline. Any obstacles between her feet and the impact point will prevent the zipline from being formed. Ziplines will not form if the line to be created exceeds an angle of 40° from the horizon.
    • When cast while Ivara is airborne or on a zipline, the new zipline will be created from the impact point to any terrain surface opposite of the arrow's direction of travel.
  • A maximum of 4 ziplines can be active simultaneously. Firing an additional Dashwire Arrow will replace the oldest active zipline.
    • If Ivara fires a new Dashwire Arrow while she or an ally occupies the oldest zipline upon reaching the limit, a new zipline will form, and the oldest zipline will remain active until it is no longer occupied.
  • While Prowl is active, Ivara can sprint and slide across a zipline without breaking out of invisibility.

  • Unlocked at Rank 2. (Warframe Rank 14)
  • Noise Arrow emits a high-pitched sound upon impact, attracting unalerted enemies within 20 meters of its point of impact to investigate.
  • Unlike typical arrows, Noise Arrow does not alert enemies upon impact. Instead, unalerted enemies will slowly approach the impact point and remain stationary once they arrive.
  • When more than one instance of Noise Arrow is cast in quick succession, unalerted enemies in range will proceed to investigate the locations by order of arrow impact.
  • Noise arrow is capable of affecting alerted enemies in endless missions such as Survival. When Ivara is invisible, enemies are alerted, and no allies are in close proximity, Noise arrow can attract enemies to the impact point.
  • Affects bosses and The Grustrag Three.[citation needed]
  • Affects Grineer Sensor Regulator drones; will affect all drones within the effect-radius, even ones which normally remain in one location, causing them to be attracted to the location of the Noise Arrow. They will remain there unless otherwise disturbed by a Tenno's actions, weapons, or abilities.
    • Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.

  • Unlocked at Rank 3. (Warframe Rank 18)
  • Sleep Arrow places enemies within 6 meters of its point of impact into a deep sleep for 10 seconds. Sleeping enemies will wake up when the ability duration expires or if their health falls below 50% of their current values.
  • Enemies retain their current alert status upon being put to sleep (e.g., non-alerted enemies will remain so while sleeping, and alerted enemies will remain alert even if put to sleep).
  • Sleeping enemies will not have their sleep duration reset if another Sleep Arrow makes impact within range. The sleep effect must expire before it can be reapplied.
  • Affects Grineer Sensor Regulator drones; will cause them to remain in one place for the duration of the effect. Will not disable their sensor beam.
    • Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.

  • Unlocked at Rank 1. (Warframe Rank 7)
  • Null-Shield Arrow removes the shields of opponents within 6 meters of the impact point, and prevents their shield regeneration for 6 seconds.

  • A special cyclic display located above Ivara's weapon stats in the HUD will show the currently equipped arrow type along with a charge meter that displays the charge state of Quiver before firing. If using Cloak Arrows or Sleep Arrows, the display will also show a countdown timer for the arrow's active duration.
    • Cloak Arrow cycles to display a barbed purple arrowhead, Dashwire Arrow cycles to display a yellow diamond-shaped arrowhead, Noise Arrow cycles to display a semicircular red arrowhead, and Sleep Arrow cycles to display a crescent-shaped blue arrowhead.
  • Quiver's arrows do not inflict damage upon impact.
  • Quiver only consumes energy upon launching an arrow; switching arrowheads will not consume energy.
  • Quiver's arrows are considered as projectiles and can be controlled using Navigator.

  • Can be used to provide support from a distance for players reviving a teammate.
  • Currently, targeting enemies and allies directly will create a moving cloak area. (Useful on strong melee enemies, but especially useful to cloak allies.)
  • During Syndicate Spy missions, this can be used to cloak the Syndicate Operatives which spawn in your vicinity at the start of the mission.
    • Note that this will not silence their weapons, however, and it will also require periodic refreshing to keep them invisible.

  • Can be used as a substitute for Bullet Jumping if losing Prowl or making a miscalculation in your jump would be costly otherwise. This is particularly effective in certain Spy vaults.

  • With enough range, Noise Arrows can attract enemies across multiple tiles into tight groups, allowing them to be dispatched at once for large amounts of Affinity, Standing, or Focus. This can generally be done easiest with either a Hushed Explosive Launcher or a Glaive equipped with Power Throw.

  • Allows you to rush past enemies on your way to an objective or extraction.
  • Can be used to provide support from a distance for players reviving a teammate.
  • Sleep Arrow retains an enemy's current alert status upon casting, thus it can be used to level up automatic weapons quickly with Stealth Kill Affinity Bonuses by putting non-alert enemies to sleep before killing them. As long as the automatic weapon deals sufficient damage-per-second to quickly kill the enemy before they wake up on taking more than 50% damage, it will not trigger an alert state on the enemy, thus allowing the Stealth Kill bonus to occur.
  • Sleeping enemies will wake up only once the ability duration expires, or they are damaged below 50% of their current health; this allows easy leveling of weapons which are not silent, but deal heavy single-shot damage, such as the Hek, Ogris, Opticor, Tonkor, etc.
  • A sufficient duration on Sleep Arrow makes it possible to easily get close enough to enemies to use Covert Lethality, dispatching them silently and efficiently.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases Cloak Arrow's duration to 36.72 seconds and Sleep Arrow's duration to 30.6 seconds.
    • Reduces Cloak Arrow's bubble range to 0.85 meters, Noise Arrow's range to 6.8 meters and Sleep Arrow's range to 2.04 meters.
  • Maximized Ability Efficiency reduces cost to 6.25 energy.
    • Reduces Cloak Arrow's duration to 4.8 seconds and Sleep Arrow's duration to 4 seconds.
  • Maximized Ability Range increases Cloak Arrow's range to 7 meters, Noise Arrow's range to 56 meters and Sleep Arrow's range to 16.8 meters.
    • Has no negative effects on this ability.
  • Maximized Ability Strength has no positive effects on this ability.
    • Increases cost to 38.75 energy.
    • Reduces Cloak Arrow's duration to 8.7 seconds and Sleep Arrow's duration to 7.25 seconds.


  • If you are playing using a controller and use Navigator, then fire an arrow from Quiver, you will be unable to switch arrow types for the remainder of the mission and only fire even if you press 1  when attempting to switch.
  • When cast on unalerted enemies, melee finisher does not grant stealth affinity bonus on kill.


Navigator NavigatorIcon
ENERGY
25
KEY
2
Navigator
Assume control of a projectile and guide it to the target.

Energy Drain: (3 + 2t) s-1
t = control duration in seconds

Strength:2x / 3x / 4x / 5x (maximum multiplier)
Duration:0.25x / 0.5x / 0.75x / 1x s-1 (multiplier growth)
Range:N/A

  • Ivara projects her consciousness into a projectile fired from any weapon or ability she uses, switching the camera perspective from the Warframe to the controlled projectile. Ivara becomes invisible while Navigator is active.
    • Clicking the fire button (default LMB ) will accelerate the projectile, while pressing aim (default RMB ) will slow it down. The projectile's direction can be steered by the HUD's targeting reticle.
    • If Navigator is cast before firing a projectile, a ring of flashing lights will be displayed around the HUD's targeting reticle, indicating the next projectile fired will be controlled. The ability icon in the HUD will also display an ellipsis until a projectile is fired.
    • If Navigator is cast after firing a projectile, the projectile will be controlled as it's in flight.
    • Projectiles refer to any shot with a physical presence and travel time. Weapons that use projectiles include bows, launchers, throwing knives, bolt-firing weapons, and thrown melee weapons using charge attacks. Navigator does not affect hitscan and continuous weapons.
  • As the projectile is controlled, its total damage increases by an additional 25% / 50% / 75% / 100% per second up to a maximum damage multiplier of 200% / 300% / 400% / 500%.
    • Maximum damage multiplier is affected by Ability Strength.
    • While a projectile is affected by Navigator, its damage multiplier can be viewed on the ability icon in the HUD. The values are displayed as multipliers rounded to the nearest tenth as opposed to percentages (e.g., a damage multiplier of 500% is displayed as "5.0x" in the HUD).
    • Damage multiplier growth is affected by Ability Duration.
    • The multiplier growth uses the following expression when accounting for Ability Duration: Modified Multiplier Growth = Multiplier Growth ÷ (1 + Ability Duration). With a maxed Continuity, a rank-3 Navigator will have a multiplier growth equal to 1 ÷ 1.3 = ~76.9% per second.
  • Navigator only consumes energy when a projectile is fired after activating the ability or when Navigator takes control of a projectile in flight. Navigator will also drain 3 energy per second which increases by an additional 2 energy per second for every second a projectile is actively controlled. Navigator will end if the projectile impacts an impenetrable object or enemy, if Ivara's energy is depleted, or if the ability is manually deactivated by pressing the ability key again (default 2 ).
    • Energy cost is affected by Ability Efficiency, and the initial energy drain and energy drain growth are affected by Ability Efficiency and Ability Duration.
    • The energy drain growth accelerates the energy drain while a projectile is actively controlled. As an example, Navigator's energy drain will be equal to 3 energy per second the instant a projectile becomes influenced by the ability. If the projectile is controlled for a total of 5 seconds, the energy drain will have increased to 3 + 2 × 5 = 13 energy per second.
  • Navigator can only control one projectile at a time. If a weapon has innate or modded multishot, Navigator will randomly select one of the projectiles fired to control.
  • Punch Through on the equipped weapon will allow the controlled projectile to penetrate any number of enemies or objects as long as the punch-through depth is sufficient, allowing for longer projectile control.
  • If no projectile is being controlled, collecting any pickup will deactivate Navigator.
  • Navigator affects arrows fired by Quiver and Artemis Bow.

PiercingNavigatorMod
Main article: Piercing Navigator

Ivara is a Warframe Augment Mod for Ivara's Navigator that increases the projectile's crit chance by 10%, every successful hit, up to a max of 50%.

Rank Crit. Chance Increase Max Crit. Chance Cost
0 2.5% 50% 6
1 5% 50% 7
2 7.5% 50% 8
3 10% 50% 9

  • Because the camera switches to the controlled projectile's perspective while in flight, Navigator can be used as a reconnaissance tool by firing a controlled projectile into a room and flying it around to scout for the presence of enemies.
  • Weapons with relatively slow-moving projectiles, like the Paris and the Glaive are more suitable for being controlled by Navigator for the purposes of attacking multiple enemies.
  • As Navigator consumes energy upon controlling a projectile, activating the ability after firing a projectile will use up less energy than pre-casting the ability.
  • Firing Kulstar then tapping Navigator on after it impacts will allow control of one of the child grenades. This can be a good "clean up" tool when facing large dispersed groups.
  • Firing the Sonicor with this ability gives it infinite range.
  • Using this ability with Torid will effect the ticks the cloud deals based on the damage multiplier.
  • Using this ability with a Syndicate weapon or an Augmented weapon can allow you to clean out enemies both at your location and your projectile's location essentially allowing you to be in two places at once.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration reduces initial channeling cost to 1.07 energy per second and channeling cost growth to 0.71 energy per second2.
    • Reduces damage multiplier growth to 0.33x per second.
  • Maximized Ability Efficiency reduces activation cost to 6.25, initial channeling cost to 0.75 energy per second and channeling cost growth to 0.5 energy per second2.
    • Increases damage multiplier growth to 2.5x per second.
  • Maximized Ability Range has no positive effects on this ability.
    • Reduces damage multiplier to 2x.
  • Maximized Ability Strength increases damage multiplier to 18.65x.
    • Without Energy Conversion, increases damage multiplier to 16.15x.
    • Increases activation cost to 38.75, initial channeling cost to 5.25 energy per second and channeling cost growth to 3.5 energy per second2.
    • Increases damage multiplier growth to 1.38x per second.


  • When using a controller (needs further testing), you will be unable to change arrow types of quiver ability and will only fire the last arrow type selected for the duration of the mission even when pressing 1 on the keyboard.
  • When Navigator takes control of a projectile it locks its speed to its current velocity. Some weapons, such as Angstrum, have low initial velocities and will not speed up as they normally would if fired after casting Navigator.


Prowl ProwlIcon
ENERGY
25
KEY
3
Prowl
Become invisible and steal loot from unsuspecting enemies or take out prey with deadly headshots.

Minimum Energy Drain: 1 s-1
Maximum Energy Drain: 3 s-1

Strength:10% / 20% / 30% / 40% (headshot bonus)
100% (loot chance)
Duration:4 / 3.5 / 3 / 2.5 s (steal time)
Range:2 / 2 / 3 / 4 m (steal range)

  • Ivara activates her cloak, rendering her invisible to enemies. While active, Ivara gains 10% / 20% / 30% / 40% bonus damage on headshots at the cost of reduced movement speed. Ivara also becomes capable of pickpocketing enemies: if standing beside an enemy with Prowl active, rays of light will shine on an enemy within 2 / 2 / 3 / 4 meters for 4 / 3.5 / 3 / 2.5 seconds before releasing a random item from that enemy's drop table.
    • Headshot bonus is affected by Ability Strength.
    • The damage buff is a multiplicative bonus that is applied to Ivara's total weapon damage on headshots (e.g., with a maxed Intensify and a weapon that inflicts 500 total damage on headshots, a rank-3 Prowl will increase that headshot damage to 500 × (1 + 0.4 × 1.3) = 760).
    • Steal time is affected by Ability Duration.
    • The steal time uses the following expression when accounting for Ability Duration: Modified Steal Time = Steal Time ÷ (1 + Ability Duration). With a maxed Continuity, a rank-3 Prowl will have a steal time equal to 2.5 ÷ 1.3 = ~1.92 seconds.
    • Steal range is affected by Ability Range.
    • The steal light must shine on the enemy for the duration of the steal time uninterrupted for the pickpocketing to succeed.
    • Pickpocketing can only be done once per enemy, per Ivara and only on a single enemy at a time.
    • Has a 100% chance to drop an item from an enemy if the Ability Strength is 100% or above; reducing the Ability Strength reduces the chance for an item to drop equal to that of the Ability Strength (40% Ability Strength has a 40% chance of dropping an item). If the attempt was unsuccessful, it will attempt to try again.
  • Prowl drains 1 point of energy per second while stationary and drains 3 energy per second while walking. Additionally, melee attacks consume 2 energy per hit, and taking damage consumes 10 energy per hit. Prowl will end if Ivara runs out of energy, if certain maneuvers are performed that break the cloak, or if deactivated by pressing the ability key again (default 3 ).
  • Most maneuvers do not interfere with Prowl. However, Sprinting, Sliding, and Bullet Jumping will break the cloak. Ivara will not re-cloak until the ability is used again.
    • More specifically, the cloak will be exited when the corresponding keys for Sprinting, Sliding and Bullet Jumping are pressed, not when the maneuvers are actually executed.
    • Rolling will increase the energy drain to its maximum value, even if no directional keys are used.
    • Prowl does not suffer movement speed penalties when moving through ziplines, and sprinting or sliding on zip lines will not break Prowl's cloak.
  • Firing a non-silent weapon (i.e., weapons with an "alarming" noise level) will temporarily break the cloak. Ivara will re-cloak shortly after firing the weapon.
    • Changing a weapon's noise level from "alarming" to "silent" with a max ranked Hush, Suppress, or Silent Battery will prevent the weapon from breaking cloak when fired. Additionally the Javlok's alt-fire throw attack is regarded as "silent" and will not break the cloak when thrown.
    • Despite the cloak being disabled, Prowl itself is not, and will continue draining energy and remains capable of pickpocketing enemies.
    • The re-cloak delay is affected by the weapon's Fire Rate.
  • Will not disrupt Shade's Ghost or a Huras Kubrow's Stalk.
  • Prowl is a one-handed ability and can be used while performing various maneuvers and actions without interruption.

Infiltrate
Main article: Infiltrate

Infiltrate is a Warframe Augment Mod for Ivara that allows her to pass through security barriers unharmed, and increases her movement speed while Prowl is active.

Rank Movement Speed Increase Cost
0 10% 6
1 15% 7
2 20% 8
3 25% 9

  • Can be used to safely bypass most enemies.
  • Can be used to maintain your energy levels through the constant theft of energy orbs.
  • Rolling is actually a viable alternative to Sprinting, allowing you to move quickly without breaking your invisibility. Keep in mind, however, that if you press Shift , (or whichever key you have bound to activate Sprinting with), it will immediately deactivate Prowl.
  • Combining Prowl with silenced, high-damage, single-shot weapons, or certain types of appropriately-modded melee weapons, can be an effective play style for higher level missions which require stealth.
    • Some melee weapons well-suited for this method of hunting would be among the following:
      • A Sword with the Crimson Dervish stance (due to the stealth finisher for that stance being a very fast animation).
      • A Hammer weapon with the Finishing Touch mod equipped. Hammers already have the highest damage multiplier for stealth finishers, so this mod makes it even more powerful: the damage-multiplier of hammers used for stealth-finishers goes from 2400% weapon damage to 3840% weapon damage.
      • Any Dagger weapon with the Covert Lethality mod equipped.
  • Firing a non-silent weapon will allow the use of the otherwise not permitted Maneuvers like Bullet Jumping during the brief uncloaked time window without deactivating Prowl.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration reduces steal time to 0.82 seconds, channeling cost to 0.36 energy per second while standing and 1.07 energy per second while moving.
    • Reduces range to 1.36 meters.
  • Maximized Ability Efficiency reduces activation cost to 6.25 energy, channeling cost to 0.25 energy per second while standing, 0.75 energy per second while moving, 0.5 energy per melee hit and 2.5 energy per hit suffered.
    • Increases steal time to 6.25 seconds.
  • Maximized Ability Range increases range to 11.2 meters.
    • Reduces successful loot chance to 40% and headshot bonus to 16%.
  • Maximized Ability Strength increases headshot bonus to 149.2%, successful loot chance does not change.
    • Without Energy Conversion, increases headshot bonus to 129.2%, successful loot chance does not change.
    • Increases activation cost to 38.75 energy, channeling cost to 1.75 energy per second while standing, 5.25 energy per second while moving, 3.1 energy per melee hit and 15.5 energy per hit suffered.
    • Increases steal time to 3.45 seconds.


ArtemisBow ArtemisBowIcon
ENERGY
35
KEY
4
Artemis Bow
Summon a mighty bow and unleash a volley of devastating arrows.

Energy Drain Per Shot: 15

Strength:50 / 80 / 120 / 160 (base damage)
Duration:N/A
Range:N/A
Misc:3 / 4 / 6 / 7 (arrows)
1.5x (damage multiplier)
20% (status chance)
25% (critical chance)
2x (critical damage)

  • Ivara wields her exalted bow as her primary weapon, allowing her to fire a spread of 3 / 4 / 6 / 7 arrows fanning in a vertical orientation. Each arrow inflicts 50 / 80 / 120 / 160 base damage which is further increased by a 1.5x damage multiplier. Holding down the fire button (default LMB ) will gradually reorient the spread to fan horizontally upon release. Each arrow has a 20% status chance, 25% critical chance, and 2x critical multiplier.
    • Base damage distribution is 14% Impact b Impact, 80% Puncture b Puncture, and 6% Slash b Slash.
    • Base damage is affected by Ability Strength, while the damage multiplier and the number of arrows are not.
    • Artemis Bow is also affected by equipped bow mods and rifle mods including:
    • Charged attacks will only reorient Artemis Bow's arrow spread and will confer no changes to projectile flight speed or damage. Charging speed is affected by fire rate mods.
    • Artemis Bow's arrows do not have innate punch through. However, much like the Boltor family, the arrows will push back and continue to travel after a kill, carrying the enemy's body and nailing them to the surface behind them.
  • While Artemis Bow is active, each shot will consume 15 energy. Artemis Bow will end if Ivara's energy falls below the energy cost per shot or if deactivated by pressing the ability key again (default 4 ).
  • Melee attacks cannot be used while Artemis Bow is active.
  • Using the secondary fire button will make Artemis Bow instantly fire the currently equipped arrow type from Quiver. If used to fire arrows from Quiver, Artemis Bow will only shoot a single arrow, and each arrow will use Quiver's energy cost.
  • Artemis Bow's arrows can be controlled by Navigator. Only one of the arrows fired will be selected at random for manual control.

  • With the majority of Grineer and Corpus enemies being humanoids that stand upright, firing the Artemis Bow uncharged to fire the spread vertically will allow it to deal the maximum amount of damage possible by ensuring all of the Artemis Bow's shots hit against them. In addition, this also has a high chance of dealing headshots, further enhancing the potential damage.
    • Due to the spreading nature of the shot, the Artemis Bow deals more damage at close range if used akin to a shotgun, which is useful for dealing massive damage to heavy units like Techs and Bombards.
  • Firing fully-charged horizontal spreads is ideal for taking out multiple enemies in clustered groups, or fast moving enemies.
  • Reflex Guard works while Artemis Bow is active.
  • Using shotguns with Ivara's Artemis Bow is ill-advised due to shotgun mods being incompatible with Artemis Bow.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

QuiverIcon QuiverIcon
NavigatorIcon NavigatorIcon
ProwlIcon ProwlIcon ProwlIcon
ArtemisBowIcon

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Ivara can be equipped with the following items:

CosmeticsEdit

AugmentsEdit

See AlsoEdit

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Update 19.2.0

Casting speed Mods (Natural Talent) now affect:

  • Ivara’s Artemis Bow (while ziplining) and Navigator (while ziplining), Quiver, and Prowl

Update: The Silver Grove

  • Conclave: Increased duration of Encumbered and Null-Shield arrows.
  • Fixed Prowl scanning enemies that don’t have drop table items (i.e. turrets and cameras).


Hotfix: Specters of the Rail 2.1

  • Fixed a crackling noise when firing the Latron Wraith while using Prowl.


Update: Specters of the Rail

  • Conclave: Artemis Bow can now only be activated at 100 energy.
  • Conclave: Decreased energy cost of shooting Artemis Bow.
  • Fixed Navigator not deactivating when inside Mag’s Magnetize bubble.


Update: Lunaro

  • Fixed being able to pass through locked doors on Dashwire.


Update 18.14


Update 18.13

  • Conclave: Fixed Null-Shield Arrow not applying when casted consecutively.


Update 18.11

  • Fixed being visible while Prowl is active with an Arcane Trickery installed.


Update 18.9

  • Removed custom Quiver HUD while in the Dojo.


Update 18.7

  • Fixed mantling an edge breaking Prowl ability.


Hotfix 18.6.3

  • Fixed permanently receiving a ‘Power in Use’ error after having Ivara's Artemis Bow stolen by a Drahk Master.
  • Fixed Ivara’s arrow texture showing as black.


Update 18.5

  • Conclave: Quiver - Power of Three
  • Conclave: Encumbered Arrow now has a 2m AoE and its duration increased to 5 seconds.
  • Conclave: Null Shield Arrow duration increased to 5 seconds.
  • Sleep Arrow now has diminishing returns against boss-type enemies.
  • Prowl will no longer be able to steal from boss-type enemies.
  • Fixed Navigator causing arrows shot by Artemis Bow to fly off course.
  • Fixed Dashwire causing players to fall out of the level when used to walk into an area that would normally teleport the player in-bounds.
  • Fixed an issue where picking up an item while using Artemis Bow would cause the player to be unable to drop the object, or have it disappear forever.
  • Fixed Ivara’s agile unarmed idle animation clipping through her hood.


Hotfix 18.4.10

  • Fixed Artemis Bow not properly getting buffs from Rifle Mods.


Hotfix 18.4.7

  • Fixed Dashwire Arrow allowing players to escape underwater with Archwing, getting stuck outside of water on the Grineer Underwater Sealab Tileset.


Hotfix 18.4.1

  • Fixed Cloak Arrow not attaching properly to its targets.
  • Conclave: Fixed an additional '00' appearing in Ivara's custom arrow HUD.


Hotfix 18.3.1

  • Fixed Sleep Arrow timer not properly displaying for Clients.


Hotfix 18.2.2

  • Fixed Quiver getting stuck on a single arrow type if the player activated the ability using their 'Use Selected Power' hotkey while Navigator was active.


Update 18.2

  • Fixed an error preventing players from using their weapons or abilities after using Artemis Bow.
  • Fixed an error that would prevent Clients from being able to use their powers if meleeing while Artemis Bow was ending, or being deactivated due to a Nullifier bubble.


Update 18.1

  • Ivara can no longer gain energy while Artemis Bow is active.
  • Fixed Clients not properly seeing visual FX created by Sleep Arrow.
  • Fixed Ivara's Agile idle animation using her Artemis Bow as a prop, causing other Warframes using the animation to look a bit unusual.
  • Fixed Artemis Bow HUD appearing while Ivara is carrying the Operator in the Second Dream Quest.


Hotfix 18.0.7

  • Slightly adjusted Artemis Bow's fire and draw audio FX.
  • Fixed some particle FX on Navigator.


Hotfix 18.0.6

  • Fixed Cloak Arrow causing permanent invisibility when used on Chroma's Effigy.
  • Fixed the Daikyu unintentionally breaking Prowl.


Hotfix 18.0.4

  • Fixed dashwires not always being flush with the walls they end on.
  • Fixed some of Ivara's Ability FX playing too loudly.


Hotfix 18.0.2

  • Targets affected by Slumber Arrow will now wake up early if their health drops below 50%.
  • Fixed an issue with the energy drain of Navigator increasing dramatically on any cast beyond the first.


Update 18.0

  • Ivara added into the game.

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