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An example of a mission mode with Nightmare Mode enabled.
is an optional difficulty modifier introduced in
. When Nightmare Mode is selected, up to two mission modifiers take effect that greatly increase the mission's difficulty, but completing the mission will reward players with
, which positively affect two stats of a
To unlock Nightmare mode on a given planet, one must complete all mission nodes on that
planet (barring Dark Sectors).
When Nightmare Mode is unlocked, the game randomly selects one mission node for Nightmare Mode from any planet every 8 hours, limiting the possible Nightmare missions (and thus, potential rewards) to 17 missions every 8 hours. If you already completed the Nightmare Mode mission for a given planet, a new mission node will be selected 8 hours after completion.
Mission nodes under the effects of Nightmare Mode have a scarlet background and a white swirl in lieu of a Faction icon. Mission modifiers will also be listed next to the mission type. From
onwards you may choose whether to run the mission in Nightmare Mode or not. If some of the players in a given Update 11.0 Cell do not have Nightmare Mode unlocked, only those with it unlocked should initiate the mission vote or else the mission will start normally.
A Nightmare Trial key, rather than the standard
Trial key, is required to access the Nightmare Mode version of The Law of Retribution. Additionally, random Nightmare may appear, special Alert Missions which guarantee a specific Nightmare Mod upon completing the mission. In exchange, the Alerts No Shields modifier is always among the selected modifiers.
All enemies encountered in Nightmare Mode have significantly increased levels, as well as massively increased damage and enemy spawns compared to their standard levels.
Ciphers may not be used during Hacking and any summoned allied Specter will immediately be hostile to all players (except Shockwave MOAs spawned from a MOA Cabinet Spawner). Environmental Hazards can also appear as usual.
two of the following challenges may occur per mission, and each modifier has an equal chance of being selected. Nightmare Trials do not use these modifiers, but instead change certain aspects of the Trial's stages to increase their difficulty appropriately:
Mission Modifier Effect Notes
Player and companion shields are reduced to zero.
Overshields cannot be created while this challenge is active, nor will any shield-affecting abilities work, including Valkyr's Paralysis.
This modifier is guaranteed to occur in Nightmare Alerts.
This modifier is ignored if the mission type is Hijack, even if it is an alert mission. No other modifier will take its place.
By virtue of having no shields, this modifier has no effect on Inaros and Nidus .
This modifier does not affect sentinels.
The mission has a 5-minute timer that will fail the mission if it runs down. Killing enemies will add 5 seconds to the timer.
Players will lose 1.5% of their maximum health every second, Killing enemies will recover 12.5% of their maximum health for the entire cell. Players cannot die from the effect.
On Nightmare Rescue missions, the rescued target will not lose health due to this challenge.
Players will steadily lose energy at approximately 5 points per second.
Gravity is reduced.
Will affect player maneuvers in the air, enemies and pickups.
Enemies explode upon death, dealing damage in a small area of effect.
Damage done by the explosion depends on target's max health.
Retired Challenges Edit
The following challenges were present in earlier builds of the game, but have since been removed as of the latest build.
Mission Modifier Effect Notes
Minimaps were disabled.
Lethal Explosive Barrels
Explosive Barrels dealt high, if not fatal damage.
Reload Speeds were reduced by ~50%.
The HUD was disabled.
Players and enemies could damage their allies.
Less consistent than Radiation procs, some abilities (e.g. World On Fire) did not damage teammates, and Mobile Defense terminals seemed to be unaffected by AoE.
Syndicate procs (e.g. Justice) could damage teammates, potentially downing all teammates in range. Defense objectives would not be damaged, however.
Mission Rewards Edit
Category:Nightmare Mode Mods
Below are the possible Nightmare Mode Mods that can be rewarded upon completing a Nightmare Mode mission. These mods are grouped into tiers based on the Nightmare mission's overall difficulty:
View Tiered Rewards Locations
Nightmare Trials will reward up to 3 Nightmare Mods for completing the Trial (one for each stage of the Trial), and will also reward a rare
Arcane Enhancement, and a Rare Resource Blueprint.
Warframe Solo Nightmare Mode
GamesWise Warframe What is NIGHTMARE MODE?
Warframe How To Get Nightmare Missions
Old Nightmare Mode Appearance
Patch History Edit
Update: Recurring Dreams
Increased the amount of enemies spawnable in Nightmare Exterminate mission (max cap of 500).
Removed ‘Friendly Fire’ modifier from Nightmare missions.
It is no longer necessary to use Antitoxin to get Nightmare rewards on Earth Sabotage missions.
Tweaked the Nightmare node algorithm so that they appear on the same node for all players, regardless of Star Chart progression.
Fixed Nightmare missions clearing from the Star Chart if aborted/failed before reaching the mission objective.
Fixed players who have cleared the Nightmare for a given planet, getting Nightmare rewards by joining friends who have not cleared it yet.
Hotfix: Recurring Nightmares 2
Vastly improved framerate for Nightmare missions on some systems.
Fixed Nightmare missions appearing on quest nodes (e.g. Mutalist Alad V Assassination from Patient Zero quest).
Hotfix: Recurring Nightmares 1.1
Fixed Nightmare Exterminate missions spawning an insane.. Or… nightmarish number of enemies.
Hotfix: Recurring Nightmares 1
New Nightmare modifiers have been added to the mix! Take on the new ‘Death Detonation’, and ‘Friendly Fire’ modifiers.
Fixed Nightmare modifiers not re-applying after a Host Migration.
Update: Recurring Nightmares
Nightmare Missions are now back in the Starchart but with a few twists:
Each Planet will have 1 Nightmare node that changes every 8 hours (all respective Planet nodes must be completed before that Nightmare node becomes available).
Mercury, The Void, and Lua are now included in Nightmare node eligibility.
These Nightmare nodes are not replayable, and the Nightmare will be cleared for that Planet for 8 hours until the next one appears.
Failing to effectively hack panels will now result in a zap and tougher enemies will spawn when you set off alarms- good luck!
New Nightmare Mods are now available through Nightmare missions!
Chilling Reload (Shotgun): Increases Cold Damage and Reload Speed!
Drifting Contact (Melee): Increases Combo Duration and Status Chance!
Streamlined Form (Warframe): Increases Holster Speed and Slide Boost!
Nightmare Mod rewards (19 total now) can be earned across 3 tiers of Nightmare missions: Easy, Medium, Hard.
Easy Nightmare Missions can be found on Earth, Venus, Mars, Phobos and Mercury and contain:
Chilling Reload (new!)
Medium Nightmare Missions can be found on Jupiter, Ceres, Saturn, Void, and Europa and contain:
Drifting Contact (new!)
Hard Nightmare Missions can be found on Sedna, Pluto, Lua, Neptune, Uranus, and Eris and contain:
Streamlined Form (new!)
Update: Specters of the Rail
Nightmare nodes removed, though Nightmare alerts can still occur.
Fixed an error preventing Nightmare mods being received from Sabotage Nightmare Missions.
Some Endless Nightmare missions now function like their Alert counterparts in completion criteria to be eligible for a Nightmare Mod. Specifics as follows:
Nightmare Interception now requires 2 Rounds to be eligible for extraction/Nightmare Mods, like their Alert Counterparts.
Nightmare Defense missions now require 10 Waves to be eligible for extraction/Nightmare Mods, like their Alert Counterparts.
Nightmare Excavation (Nodes & Alerts) now requires 500 units of Cryotic before extraction is enabled.
Fixed Nightmare Defense Missions not properly giving Nightmare Mod rewards.
Time-mission Nightmare variants will no longer appear in Assassination Missions.
Added the new [www.warframe.com/buyplatinum platinum-purchase] mods to the Nightmare Mission drop tables.
Nightmare assassinate missions will no longer select the "mission time limit" challenge mode.
Fixed Sentinels and Kubrow having shields in no-shields Nightmare Missions.
Nightmare Mode nodes now have an updated Icon on the Star Chart.
Removed Nightmare Mode from final quest mission in Patient Zero.
Fixed an issue with Nightmare Rescue Alerts giving out additional mods.
Fixed an issue where Hijack missions in Nightmare Mode with the ‘no shield’ permutation would be unbeatable.
Fixed an issue with Alerts/Invasions/Nightmare nodes disappearing when returning from a mission.
Fixed an issue with Nightmare modes not having their proper debuff applied when playing on Rescue event missions.
Fixed an issue with join in-progress functionality not working correctly for publicly hosted alerts, invasion, Conclave, Dark Sector, and Nightmare missions.
Fixed an issue with Nightmare Mods only successfully being rewarded in Survival and Rescue missions.
Fixed Nightmare mode overrides not being properly maintained.
Fixed progression stopping issue if playing Earth’s Sabotage mission with Nightmare mode ‘timer’ permutation.
Fixed nightmare-mode rewards on Interception Missions.
Changes to the Nightmare Alert structure:
No more 5% chance of Optional Nightmare (was incorrectly announced Wednesday 1/15/2014 – we’ve changed it)
NOW: There will be 10 nightmare alerts "per cycle", one for each original nightmare mod.
When the Alert is up, it will appear as "Nightmare Mod Located"; the type of mod will be displayed in the Alert info popup.
The mission does not have an option, must be played in Nightmare to acquire the Mod indicated.
No shields is always the nightmare modifier.
These alerts will also be worth double the credits that would normally be given for an alert mission on the selected node.
Alerts now have a 5% chance to be nightmare Alerts (Clarity: Eligible alerts will prompt choice to play in Nightmare Mode).
Removed energy drain from no-shield mode Nightmare missions.
Added option to opt-in to Nightmare nodes.
Fixed nightmare Assassination missions giving only the nightmare reward, and not the boss reward.
Fix for nightmare assassinate missions giving only the nightmare reward, and not the boss reward.
Mod Rewards from “Arid Fear” event (Shred, Vigor, Lethal Torrent) now available in Nightmare Mode.
Nightmare mode tuning:
Don’t allow 0 shields in nightmare mode if Vampire mode is in effect.
Energy Drain mode now gives zero shields in addition to draining energy. Reduced chance of Energy -Drain mode (33% instead of 50%).
Mobile Defense is now exempt from No-HUD mode.
No-Mini Map mode removed as it was universally despised (but if you really liked it, a post-it note will do the trick).
Increased difficulty (just a little) of Nightmare Mode.
Nightmare mode storage lockers don't give ammo.
Better timer sound for Nightmare mode.
Fixed weapon restrictions not being applied in nightmare mode.
Fixed weapon restrictions not being applied in Nightmare mode.
Fixed host migrating during nightmare mode causing the mode to change.
Removed Nightmare mode as an option for Mercury missions.
Fix for Nightmare mode timer sound not being high enough stakes.
Further tweaks to Nightmare Mode Vampire missions to be challenging but playable.
Increased difficulty of Nightmare Mode. Vampire drain rate is higher, and weapon restrictions are now enabled... coming soon. MUHAHA!
Fix for Nightmare mode appearing on nodes before entire planet had been completed.
Fix and swap for Nightmare Defense mode: mission is now 15 wave countdown aka Nightmare Survival Defense.
Nightmare Game Mode. Are you tough enough to survive Nightmare mode?
10x Dual Stat Mods rewards (awarded in “Nightmare” game mode challenges only)