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Mirage

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A master of illusion, Mirage confounds the enemy in a spectacle of style and power.

This is Mirage, a sly conjurer.

Do you believe in magic, Tenno? Mirage's deceiving influence on the battlefield might make you.


Release Date: July 18, 2014

Mysterious and mischievous, Mirage manipulates the spectrum of light to dazzle her foes. With deceitful mirror images, colorful photokinetic displays and explosive pranks up her sleeves, every battlefield becomes the stage for her next performance. Mirage was unveiled in Update 14.0

Component blueprints are awarded at the end of each mission for the Hidden Messages quest. The previously awarded component must be built to obtain the next components.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
ArgonCrystal64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 275 Blueprint Price: Credits64 35000
Neuroptics
Credits64
15,000
AlloyPlate64
250
PolymerBundle64
400
Neurode64
1
OrokinCell64
1
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Ferrite64
2,500
Plastids64
450
Gallium64
1
OrokinCell64
1
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
Circuits64
250
PolymerBundle64
650
ControlModule64
1
OrokinCell64
1
Time: 12 hrs
Rush: Platinum64 25

Warframe GuidesEdit

See Category:Mirage Guides to read user-made guides on how to play this Warframe.

NotesEdit

Mirage Walljump

Mirage wall-jumping from a collapsible cover.

  • It is advisable not to dispose of Mirage as of now, as currently the Quest to obtain Mirage can't be redone.
  • Mirage ties with Nova for second highest default sprint speed (behind Loki at 1.25).
  • Mirage is the first Warframe that requires an Argon Crystal to construct the entire Warframe instead of a single Orokin Cell.
    • Mirage does, however, require an Orokin Cell to craft each component for a total of three required cells.
  • Mirage is the first Warframe to not require any Rubedo.
  • Currently, Mirage has the second-lowest base health of any Warframe at 80 (Ivara, Loki, Mag and Nezha having 75).

TriviaEdit

  • In the game Mirage first appeared on the fire damage/status chance mods rewarded from the Operation Breeding Grounds event, shown with the new Sybaris and Pyrana.
  • Her second appearance is in a teaser trailer revealed on day 5 on www.theliset.com, the teaser site for Update 14.
  • Details of one of Mirage's abilities, internally named the "Comedy of Errors", (now named Sleight Of Hand and is her second ability) were leaked in Devstream 31. 
  • Mirage's design aesthetic is based on the harlequin, and has an alternate helmet named so.
    • Both helmet designs also have elements inspired by the cuttlefish, particularly the body of the default helmet and the face of the alternate. Cuttlefish have been the subject of much recent study for their ability to perceive polarized light and to produce complex shifting patterns on their skin.
  • Mirage's third ability, Eclipse, has visual effects that evoke the phrase smoke and mirrors. Many tricks of stage magic and illusion are performed with the aid of special mirrors, lighting and distracting bursts of smoke, hence the idiom "It's all done with smoke and mirrors." The phrase has entered wider usage to refer to other sorts of fraud and deception, especially when hidden by some flashy display.
  • She is the third frame with an ultimate power that toggles and does not cost 100 energy to cast, the others being Nyx, Banshee, Mesa, Chroma and Equinox.
    • Prism is the first ability to have both a toggle and a maximum duration.
  • Barring Prime variants, Mirage is the 20th Warframe released.
  • Mirage is the first Warframe that can be obtained through a quest.
  • Mirage was a Warframe used in the Sentient war that occurred before the events of the game.

Edit Tab

Jester's ProficiencyEdit

Mirage has an increased proficiency when performing several Maneuvers.

  • +25% faster Bullet Jump speed
  • +50% faster Maneuver speed

AbilitiesEdit

PowerHallOfMirrors HarlequinReflection
ENERGY
25
KEY
1
Hall of Mirrors
Mirage creates an entourage of doppelgangers to confuse and distract the enemy.
Strength:1 / 2 / 3 / 4 (holograms)
5% / 10% / 15% / 20% (damage percentage)
Duration:10 / 15 / 20 / 25 s
Range:N/A

  • Mirage projects 1 / 2 / 3 / 4 holographic mirror images that follow and mimic her actions for 10 / 15 / 20 / 25 seconds. Each hologram is invulnerable to damage, draws enemy attention, and deals 5% / 10% / 15% / 20% of the current weapon's total damage.
    • Damage percentage is affected by Power Strength, while the number of holograms is not.
    • Only a maximum of 1 / 1 / 2 / 2 holograms are able to fire projectiles (hitscan and non-hitscan) from primary and secondary weapons. The total hologram damage will be redistributed among the active holograms; each active hologram will inflict ? / ? / ? / 40% of the projectile weapon's total damage.
    • Equipped mods on the current weapon will affect the holograms' weapon stats as expected.
    • Duration is affected by Power Duration.
  • Once spawned, holograms remain fixed in position around Mirage.
  • Holograms partially fade from view when the HUD's targeting reticle is near them.
  • Holograms will mimic Mirage's aim which can shift away from the HUD's targeting reticle depending on their position.
  • Holograms do not path on terrain and are intangible, allowing them to phase through obstacles and walk on air.
  • Affinity gained from killing enemies while Hall of Mirrors is active does not go to the weapon used and instead contributes to Mirage.
  • Casting delay of 1 second.

HallofMalevolence2b
Main article: Hall of Malevolence

Hall of Malevolence is a Warframe Augment Mod for Mirage's Hall of Mirrors that makes her doppelgangers deal more damage with every enemy killed.

StatsEdit

Rank Damage Bonus per kill Maximum Bonus Damage Cost Conclave
0 2% 20%6 C5
1 3% 30% 7 C5
2 4% 40% 8 C8
3 5% 50% 9 C10

  • The damage from the Thunderbolt mod for Bows is unaffected with the damage penalty, effectively creating an extra damage fodder.
  • When low on health, using Hall of Mirrors will give you a better chance to survive because enemies will be more likely to target your holograms than you.
  • Drawing enemy fire while the holograms are fairly close to Mirage can prove to be disadvantageous in some instances, especially when dealing with Napalms or Bombards, as their explosive AoE weapons will hit the holograms and be close enough to still damage you.
  • Hall of Mirrors can be extremely useful when reviving a downed teammate.
  • Hall of Mirrors is great for large bosses and groups of enemies, as the slight spread from each hologram allows you to cover more area near your crosshair.
  • When used in conjunction with the Paracyst's secondary fire, each hologram will fire its own hook capable of pulling an enemy.
  • When Mirage is inside Limbo's rift the doppelgangers are still able to damage enemies outside as long as they are outside themselves. Thus making it possible to destroy Nullifier Crewman shields without exposing yourself.(May only work as host and needs confirmation)
  • Beware when using weapons that explode, but do weak or no self damage (such as Sonicor and Tonkor), because when the clones expire before the explosion occurs, it may damage and proc status to allies as well. (Tested for Cryopods, Kubrows, Sentinels and Mirage herself.)

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 Power Duration increases duration to 70.5 seconds.
    • Has no negative effect on this ability.
  • Maximized Power Efficiency reduces the cost to 6.25 energy per cast.
    • Reduces the duration to 10 seconds.
  • Maximized Power Range has no positive effect on this ability.
    • Reduces damage percentage to 16%.
  • Maximized Power Strength increases total damage percentage to 119.6% per clone.
    • Note, however, that only 1/1/2/2 of the created clones will actually be dealing damage.
    • Increases cost to 38.75 energy.
    • Reduces duration to 18.125 seconds.

  • In some instances a group of illusions can "stick" in the same place, this is a client-side bug. But it still lowers framerate.


  • PowerSleightOfHand HarlequinDeadlyTrap
    ENERGY
    50
    KEY
    2
    Sleight Of Hand
    A natural prankster, Mirage booby traps nearby objects.
    Strength:50 / 125 / 180 / 200 (explosion damage)
    Duration:9 / 12 / 15 / 18 s (trap duration)
    Range:10 / 20 / 30 / 40 m (cast radius)
    4 / 5 / 6 / 8 m (explosion radius)

    • Mirage booby traps all nearby interactive objects within a 10 / 20 / 30 / 40 meter radius for 9 / 12 / 15 / 18 seconds.
    • Affected objects include (but not limited to): Arc Traps, Control Consoles, Explosive Barrels, Kubrow Dens, Storage Containers, Laser Barriers, Lockers, Resource Caches, Security Cameras, Corpus Turrets, Fortress Scanners, Fortress Turrets, Orokin Turrets, Orokin Void Laser Consoles, Pickups, and Ziplines. Each type of object has a different trap effect:
      • Arc Traps zap nearby enemies instead.
      • Control Consoles attract a nearby enemy to attempt raising the alarm or initiating lockdown. After a short delay, the console malfunctions and explodes dealing 200 Blast b Blast damage to its user.
        • Damage is not affected by Power Strength.
        • If the user survives, it is deterred from accessing the console again until Sleight of Hand expires.
        • Robotic units such as MOAs are also attracted, but they cannot trigger an explosion.
      • Explosive Barrels, Kubrow Dens, Storage Containers, and Resource Caches release an intense flash of light when destroyed, blinding nearby enemies for 10 seconds. Explosive barrels will also have their radial damage multiplied by 200%.
      • Laser Barriers activate lasers that deal Electricity b Electricity damage every half second with a 100% status chance to enemies attempting to pass through while allowing Tenno safe passage. The secondary chain damage from the status effect inflicts 12 Electricity b Electricity damage per tick. Warframes restore 5 energy for every passage and can recharge 5 energy every half second while remaining in contact with the lasers. A maximum of 50 energy can be restored per laser barrier.
        • Damage and energy restored are not affected by Power Strength.
        • Sleight of Hand must expire and be recast in order to recharge energy from previously exhausted barriers.
      • Lockers open up and detonate when an enemy is in proximity, inflicting Finisher damage equivalent to the enemy's remaining amount of hit points. Exploded lockers will then close, allowing them to be usable after Sleight of Hand expires.
      • Security Cameras and Fortress Scanners deactivate for the duration of the ability.
      • Corpus Turrets and Fortress Turrets activate without Camera/Fortress Scanner assistance and fire upon nearby enemies. Orokin Turrets are only affected when activated by pressure plates.
      • Orokin Void Laser Consoles halve the cooldown period between laser activations. Cooldown begins at halved time if cast before activation, while the remaining time is halved if cast during cooldown. Halved time returns to normal if ability expires before cooldown completes.
      • Pickups randomly explode, dealing 50 / 125 / 180 / 200 elemental damage within a radius of 4 / 5 / 6 / 8 meters. Each pickup deals a specific type of elemental damage: Cold b Cold damage for Ammo, Heat b Heat damage for Health Orbs, Electricity b Electricity damage for Energy Orbs, and Toxin b Toxin damage for Affinity Orbs.
        • Explosion damage is affected by Power Strength and diminishes with distance.
        • Explosion radius is affected by Power Range.
        • Exploded pickups disappear for the Mirage casting Sleight of Hand but remain for teammates to pick up.
      • Ziplines shock the first enemy that uses them, dealing 200 Electricity b Electricity damage with a 100% status chance.
    • Affected objects glow in violet with a tint of Mirage's energy color.
    • Does not affect broken objects, Datamass Storage Units, Grates, MOA Cabinet Spawners, Nav Coordinates, opened Lockers, Orokin Collapsible Cover / Death Orbs / Pressure Plates / Laser Plates, Reinforced Glass, Land Mines, Shrapnel Mines, and Sensor Bars.
    • Can be recast while active, although this does not refresh the duration of currently affected objects.

    ExplosiveLegerdemain
    Main article: Explosive Legerdemain

    Explosive Legerdemain is a Warframe Augment Mod for Mirage that causes Sleight Of Hand to turn all eligible Pickups into proximity mines ready to detonate.


    Rank Explosion Damage Status Chance Duration Cost
    0 150 15%  ?s 6
    1 170 30%  ?s 7
    2 200 45%  ?s 8
    3 250 60% 60s 9

    • This ability synergizes well with Desecrate as the generation of Health Orbs, Energy Orbs and Ammo pickups gives Mirage a constant supply of potential traps.
    • This ability makes Hieracon Endo/Relic farming extremely easy, especially in certain tilesets, since the Laser Barriers keep most enemies away from the Extractors. A negative Power Range (around 50%) is advised, in order to not affect an area too wide, negatively affecting the supply of Power Cells. In conjunction with high Power Duration, high Power strength and a Synoid Simulor, a Mirage Tenno can easily solo an Extractor even at high levels (3000+ Cryotic), while the rest of the team takes care of a second Extractor.

    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 Power Duration increases trap duration to 50.76 seconds.
      • Reduces cast radius to 13.6 meters and explosion radius from pickups to 2.64 meters.
    • Maximized Power Efficiency reduces cost to 12.5 energy per cast.
      • Reduces trap duration to 7.2 seconds.
    • Maximized Power Range increases cast radius to 100 meters and explosion radius from pickups to 20 meters.
      • Reduces explosion damage from pickups to 50.
    • Maximized Power Strength increases explosion damage from pickups to 598.
      • Increases cost to 77.5 energy.
      • Reduces trap duration to 13.05 seconds.

  • Control Consoles can mesmerize Kubrows, causing them to stay still for the ability duration.
  • Sleight of Hand can cause a sudden drop in frame rate or brief freeze of the game or trigger crashes in rare cases.
  • If the respective Mirage is not the host, she can reuse this ability to explode the pickups as much as she likes, long as the pickup isn't looted.
  • As of Update 18.4.4, using Sleight of Hand with the Explosive Legerdemain augment mod causes Grineer Consoles during Mobile Defense missions to spin uncontrollably, causing the console to be virtually impossible to access with the required Datamass.


  • PowerEclipse HarlequinLightDark
    ENERGY
    25
    KEY
    3
    Eclipse
    Standing in light, Mirage deals heavy damage, while the shadows make Mirage difficult to track and even harder to hurt.
    Strength:115% / 125% / 150% / 200% (maximum damage bonus)
    25% / 40% / 60% / 75% (maximum damage reduction)
    Duration:10 / 13 / 18 / 20 s
    Range:N/A

    • Mirage adapts to the lighting conditions of her surroundings, gaining a maximum of 115% / 125% / 150% / 200% weapon damage while bathed in light, or reducing incoming damage by a maximum of 25% / 40% / 60% / 75% and reducing enemy accuracy while in the shadows. The effect lasts for 10 / 13 / 18 / 20 seconds.
      • Maximum damage bonus and damage reduction are affected by Power Strength, and the damage reduction cannot exceed 95% under any circumstances.
      • The damage buff grants a multiplicative bonus that's applied to a weapon's total damage (e.g., with a maxed Intensify and a weapon that inflicts 250 total damage, a rank-3 Eclipse will increase the weapon's total damage to a maximum of 250 × (1 + 2 × 1.3) = 900).
      • The amount of bonus damage or damage reduction gained is determined by environmental lighting at Mirage's current position.
      • Duration is affected by Power Duration.
    • Mirage is encased in a white reflective surface while in light. Her body partially fades away and emits smoke while in shadows.
    • Holograms from Hall of Mirrors do not gain Eclipse's damage bonus.
    • The damage bonus from Eclipse does not apply to any damage bonus from elemental augments like Shock Trooper; both will be applied separately.
    • Mirage can resist knockdown during the casting delay.
    • Casting delay of 1 second.
    • Can be recast while active to refresh the duration.

    TotalEclipse2b
    Main article: Total Eclipse

    Total Eclipse is a Mirage Warframe Augment Mod for Eclipse that allows it to grant its bonuses to nearby allies.

    Rank Effect Radius Cost Conclave
    0 25% 3 6 C5
    1 50% 3 7 C5
    2 75% 4 8 C8
    3 100% 5 9 C10

    Note that the range for this ability augment is affected by Power Range.

    • The Total Eclipse augment allows you to share the bonus with your team, to devastating affect on frames with damage based abilities.
    • As both Overload and Sound Quake can destroy light fixtures when used, this can be used to constantly take advantage of Eclipse's defense bonus by greatly lowering the amount of light in the current area.

    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 Power Duration increases duration to 56.4 seconds.
      • Has no negative effect on this ability.
    • Maximized Power Efficiency reduces cost to 6.25 energy.
      • Reduces duration to 8 seconds.
    • Maximized Power Range has no positive effect on this ability.
      • Reduces maximum damage bonus to 80% and maximum damage reduction to 30%.
    • Maximized Power Strength increases maximum damage bonus to 598% and maximum damage reduction to 95%.
      • Increases cost to 38.75 energy.
      • Reduces duration to 14.5 seconds.


    PowerPrism HarlequinPrism
    ENERGY
    50
    KEY
    4
    Prism
    Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.

    Energy Drain: 10 s-1

    Strength:80 / 120 / 170 / 250 (minimum damage)
    160 / 240 / 340 / 500 (maximum damage)
    10 / 13 / 16 / 20 (lasers)
    Duration:12 s (prism duration)
    7 / 10 / 12 / 15 s (blind duration)
    5 ms-1 (speed)
    Range:15 / 20 / 25 / 30 m (laser range)
    8 / 12 / 15 / 25 m (blind radius)

    • Mirage generates a prism in her hands and launches it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within 15 / 20 / 25 / 30 meters. Each laser inflicts a minimum of 80 / 120 / 170 / 250 Radiation b Radiation damage per tick while Mirage is in the shadows, scaling up to a maximum of 160 / 240 / 340 / 500 Radiation b Radiation damage per tick while Mirage is bathed in bright light. Damage ticks occur at a rate of roughly 4 per second, and the prism lasts for 12 seconds.
      • Minimum and maximum laser damage is affected by Power Strength.
      • Number of lasers is not affected by Power Strength.
      • Prism's damage is affected by environmental lighting at Mirage's position, scaling between the minimum and maximum values depending on the local light intensity.
      • The damage increase from environmental lighting is unaffected by Power Strength and is capped at 200% under bright lighting conditions.
      • Lasers do not bypass obstacles in the environment.
      • Prism duration is affected by Power Duration.
      • Laser acquisition range is affected by Power Range.
      • Multiple lasers will not target the same enemy simultaneously; an enemy can only be damaged by one laser at a time.
    • Prism drains 10 energy per second; it will remain active so long as the ability duration remains, and Mirage has energy. Prism will end if Mirage runs out of energy, if the ability duration ends, or if deactivated by pressing the ability key again (default 4).
    • When the ability is deactivated, the prism will explode in a bright flash of light that blinds enemies that have line of sight to the prism within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds.
      • Blind duration is affected by Power Duration.
      • Blind radius is affected by Power Range.
      • Blind requires line of sight from enemies to the prism, it must be unobstructed by obstacles and within their vision arc.
    • The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity, but the prism will bounce off surfaces in its path.
    • Holograms created from Hall of Mirrors cannot create prisms but will mimic Mirage's body movement during the casting delay.
    • Casting delay of ~2 seconds.

    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 Power Duration increases prism duration to 33.84 seconds, increases blind duration to 42.3 seconds, and reduces energy drain to ~3.546 energy per second.
      • Reduces laser range to 10.2 meters and blind radius to 8.5 meters.
    • Maximized Power Efficiency reduces activation cost to 12.5 energy and energy drain to 2.5 energy per second.
      • Reduces prism duration to 4.8 seconds and blind duration to 6 seconds.
    • Maximized Power Range increases laser range to 75 meters and blind radius to 62.5 meters.
      • Reduces minimum laser damage to 100 per tick and maximum laser damage to 200 per tick.
    • Maximized Power Strength increases minimum laser damage to 747.5 per tick and maximum laser damage to 1495 per tick.
      • Increases activation cost to 77.5 energy and energy drain to 17.5 energy per second.
      • Reduces prism duration to 8.7 seconds and blind duration to 10.875 seconds.

  • Prism's search lasers will target Sentinels but deal no damage.
  • When cast repeatedly, a second prism can remain floating indefinitely.


  • Strength Mods

    IntensifyModU145

    Duration Mods

    ContinuityModU145

    Range Mods

    StretchModU145

    HarlequinReflection HarlequinReflection
    HarlequinDeadlyTrap HarlequinDeadlyTrap HarlequinDeadlyTrap
    HarlequinLightDark HarlequinLightDark
    HarlequinPrism HarlequinPrism HarlequinPrism

    Edit Tab

    Mirage is a light Warframe that possesses incredible offensive powers capable of decimating large groups of enemies, akin to Nova. However, Mirage relies primarily on self-enhancement and environmental manipulation powers to achieve this end, and is reliant on taking advantage of her surroundings to maximize the effectiveness of her various powers.

    As one of the more fragile Warframes, Mirage relies on her powers to divert away enemy fire or protect herself, as well as her above average mobility that allows her to dart in and out of harm's way quickly.

    Edit Tab

    Mirage can be equipped with the following items:

    CosmeticsEdit

    AugmentsEdit

    Edit Tab

    Update 16.3
    • Mirage - Slight of Hand - Explosive Legerdemain: Pickups are turned into proximity mines that deal damage with proc chance.
    • Fixed visual issue with the Edo Prime Chest Piece when equipped to a Mirage using Eclipse.

    Update 16.2

    • Fixed Mirage’s clones from Hall of Mirrors sometimes shooting in the wrong direction.
    • Fixed Mirage’s Winter Skin disappearing when Eclipse is activated.

    Update 15.16

    • Fixed enemies aiming at Hall of Mirrors aiming behind themselves, instead of at Mirage’s image.

    Update 15.13

    • Fixed Mirage’s HUD Eclipse Buff showing as going above 255% damage as per: this thread

    Update 15.11.1

    • Mirage is now able to gain energy from Team Energy Restore items while her Prism Ability is toggled on.

    Update 15.11

    • Fixed visual effects on Mirage’s Hall of Mirrors clones when using the Panthera.

    Update 15.10.1

    • Mirage’s Hall of Malevolence Augment has been buffed to give each of Mirage’s clones a damage increase of 5% per enemy killed, up to a total of 50% max clone damage. Previously this damage increase was based on unmodded weapon damage.
    • Mirage’s Hall of Malevolence buff will now show as a % damage increase in the UI.

    Update 15.10

    • Fixed Mirage’s Prism occasionally not be destroyed at the end of the cast.

    Update 15.9

    • Fixed Kohm creating particle effects on Mirage’s clones when particle settings are not set to High in system settings.

    Hotfix 15.7.2

    • Fixed Mirage’s Eclipse Augment effects not working correctly when applied to other Warframes.
    • Fixed Silva and Aegis losing texture when used by Mirage during Hall of Mirrors as per: this thread
    • Fixed Mirage’s Prism never going away when cast outside of a Nullifier Crewman’s bubble, just before stepping into the bubble before the throw animation is complete.
    • Fixed issue occasionally caused by Mirage’s Hall of Mirrors.

    Update 15.6

    • Mirage: Eclipse: Total Eclipse: The effect applies to nearby allies within a 3/3/4/5 meter radius for 25%/50%/75%/100% effect.

    Hotfix 15.5.9

    • Fixed crash that would occur when Mirage used Hall of Mirrors with a Torrid equipped as a client.

    Hotfix 15.5.7

    • Fixed Mirage’s Eclipse removing her festive holiday skin.

    Update 15.1

    • Fixed Mirage’s Hall of Mirrors clones not animating if you are using a different frames Animation Stance.

    Hotfix 15.0.6

    • Fixed issues with Mirage’s Eclipse ability not correctly working with the Edo Chest armor.

    Hotfix 15.0.5

    • Tweaked the arrow position for Mirage's Agile stance.
    • Limited the number of augment damage stacks that can be applied to Mirage’s Hall of Mirror clones to 10.

    Update 15.0

    • Mirage: Hall of Mirrors: Hall of Malevolence: The damage of your doppelgängers is increased by %, every time you kill an enemy.
    • Fixed issues with the way the Foundry displays certain builds-in-progress, as seen with Mirage’s Harlequin helmet here
    • Fixed Mirage’s Hall of Mirror clones not throwing Glaives if you're the Client.
    • Fixed Mirage’s Hall of Mirror clones turning and throwing the Glaive in the wrong direction when you have it equipped as the host.
    • Fixed an issue where players may not receive the first Inbox message for the Mirage Quest.

    Update 14.10

    • Fixed an issue with the Harlequin Mirage Helmet Blueprint incorrectly appearing as the Arcane Scorpion *Ash Helmet Blueprint. Please note that we will be re-running a functioning Harlequin Helmet alert at a similar time as the broken one, but with a doubled duration.

    Update 14.9

    • Fixed Mirage’s Prism lasers not targeting Orokin Drones.
    • Fixed Mirage’s Prism saying it used 100 power to activate when it only uses 50.
    • Fixed cases of Mirage’s Prism lasting forever/not using any energy, and being able to launch a second Prism.
    • Fixed Mirage’s Prism prematurely detonating if it hits a defense target.
    • Fixed Corpus security cameras sometimes being blind to a Mirage with Eclipse active.
    • Fixed issues with the Mirage Codex/Quest diorama having the wrong or conflicting Warframe presented.

    Update 14.8

    • Added in missing idle animations for Loki, Mirage, and Nova (noble). When inactive for a few seconds, each of these frames will now have idles!

    Hotfix 14.7.3

    • Fixed issue with enemy AI freezing when trying to 'pull' a Mirage Hall of Mirror clone.

    Update 14.7

    • Further improved the aiming of Mirage's Prism projectile.
    • Improved the performance of Mirage's Prism and Nova's Wormhole ability.
    • Fixed Mirage's Prism not being properly castable by AI.

    Update 14.6

    • Improved the aiming direction of Mirage's Prism ability.

    Hotfix 14.5.1

    • Changed Mirage Alt Helm to be untradable.

    Hotfix 14.5.0.2

    • Fixed Mirage’s Eclipse lasting forever when cast.

    Update 14.5

    • Changed FX of Laser Doors when affected by Mirage’s abilities to better indicate you’re safe to run through.
    • Fixed Mirage’s Hall of Mirrors not being affected by some mods (Heavy Caliber).

    Update 14.2

    • Fixed an issue with Mirage’s Eclipse damage bonus not applying to all damage types (like Penta explosion).
    • Fixed a number of animation issues seen with Mirage's agile and noble idle animations.

    Update 14.1

    • Fixed issue with progression on the Mirage ‘Hidden Messages’ quest if you already crafted the Chassis or already own a completed Mirage.

    Hotfix 14.0.9

    • Fixed an issue with the Mirage’s Prism visuals persisting in the game world if the ability was casted repeatedly (spammed).

    Hotfix 14.0.6

    • Fixed an issue with the Illiac Chest piece clipping into Ember, Nyx, and Mirage frames.

    Hotfix 14.0.5

    • Included a max number of instances for explosions available with Mirage’s Sleight of Hand ability.
    • Improved the performance of Mirage’s Prism ability on lower end computers.
    • Performance Improvements for Mirage + Hall of Mirrors and Angstrum, Ogris, Penta, and Mutalist Quanta, and Stug.
    • Improved performance on Mirage’s Prism when Particle Quality is set to low.
    • Fixed Mirage Hall of Mirror ‘illusions’ doing friendly damage in dojo duels, and possibly other places as well.
    • Fixed cases of Mirage’s Hall of Mirrors Friendly Fire caused by temporary radiation induced faction change.

    Hotfix 14.0.4

    • Fixed Mirage quest mid-point not sending transmissions to continue finding the parts.

    Hotfix 14.0.1

    • Altered the range of the visual effect of Mirage's Sleight of Hand ability.
    • Reduced the amount of projectile visual effects seen when using specific weapons in conjunction with Mirage's Hall of Mirror clones.
    • Fixed a number of power in use and loss of functionality issues related to Mirage's Sleight of Hand ability.

    Update 14.0

    • New Warframe: Mirage!
      • Mirage, a master of illusion, Mirage confounds the enemy in a spectacle of style and power.
      • If it’s Mirage you seek, you may obtain by Quest. To her powers of illusion we can attest. Within a vault, the requirements lie, as part of a dark and corrupted infested sky.
    • New Weapons!
      • The AkZani: the choice weapon of Mirage, these fast-firing dual pistols deliver a deadly performance.
    • Mirage’s Harlequin Helmet added

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