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Trinity is great for players who prefer a supportive role. Warframes with healing technology are rare making Trinity a great equalizer when the odds are stacked against the Tenno.

This is Trinity, the healer, the equalizer.

Trinity is a must for any high-stakes mission. She'll save your life, Tenno.

Trinity is a support-based Warframe. Her abilities favour restoration and preservation over destruction. Draining powers turn her enemies into conduits of life and energy, while defensive powers redirect and dissipate attacks upon herself and her team.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 225 Blueprint Price: Credits64 25,000
Time: 12 hrs
Rush: Platinum64 25

Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25


Trinity's components are dropped by Captain Vor and Lieutenant Lech Kril (Exta, Ceres).

The drop chances for each component are 38.72%, 38.72%, 22.56% for Neuroptics, Chassis, Systems respectively as it is for most boss-rewarded Warframe components, with an expected 19 ± 6 runs to obtain each component at least once.

Warframe Guides

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


  • The names of her alternate helmets are based on notion related with healing and medicine.
  • Trinity's immortal skin has an Ankh stretching from her chest to her lower abdomen; the Ankh symbolizes eternal life.



  • Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.

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Become the bastion that defends allies using powerful healing abilities with Trinity Prime. Featuring altered mod polarities for greater customization.
Release Date: October 6th, 2015

Trinity Prime is one of the ancient prime Warframes recovered from the Orokin Void, a variant of the healing Warframe Trinity. She possesses a higher shield capacity and sprint speed in comparison to Trinity and also comes with two additional polarity slots: one Madurai PolMadurai slot and one Naramon PolNaramon slot.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Time: 12 hrs
Rush: Platinum64 25

Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Drop Locations

Blueprint Lith K1 Uncommon*
Meso S4 Uncommon
Axi S1 Uncommon*
Neuroptics Neo D1 Uncommon*
Axi C1 Common
Axi V3 Common*
Chassis Lith S4 Uncommon
Neo S1 Uncommon*
Axi H1 Uncommon
Systems Neo B1 Common
Axi A1 Common
Axi V2 Common*
Axi V3 Common*
Axi V4 Common*

Blueprint Lith K1 Uncommon*
Meso S4 Uncommon
Axi S1 Uncommon*
Neuroptics Neo D1 Uncommon*
Axi C1 Common
Axi V3 Common*
Chassis Lith S4 Uncommon
Neo S1 Uncommon*
Axi H1 Uncommon
Systems Neo B1 Common
Axi A1 Common
Axi V2 Common*
Axi V3 Common*
Axi V4 Common*

Blueprint Lith K1 Uncommon*
Meso S4 Uncommon
Axi S1 Uncommon*
Neuroptics Neo D1 Uncommon*
Axi C1 Common
Axi V3 Common*
Chassis Lith S4 Uncommon
Neo S1 Uncommon*
Axi H1 Uncommon
Systems Neo B1 Common
Axi A1 Common
Axi V2 Common*
Axi V3 Common*
Axi V4 Common*

Lith/Meso/Neo/Axi refer to the Void Relics
* Denotes Vaulted Void Relics


  • Like all prime Warframes, Trinity Prime compels the Orokin Death Orbs into helping her allies.
    • Instead of activating its blast trap, approaching a Death Orb causes the orb to release an energy pulse that grants 250 Energy to all affected. Afterwards, the orb is disarmed. These effects can occur even if the orb has been previously destroyed or damaged.
  • Trinity Prime has 50% higher shield capacity compared to her base variant.


  • In Update 17.5, a glitch caused the Trinity Prime and Dual Kamas Prime parts to drop in the Orokin Void one week before their planned release date. This was fixed in Hotfix 17.5.1
  • Concluding With Trinity Prime, the original 8 Warframes (Ash, Ember, Excalibur, Loki, Mag, Rhino, Trinity and Volt) have all received their prime versions, marking a milestone for WARFRAME since its closed beta.
  • Trinity Prime has a unique way of holstering her Melee and Primary weapons, by placing them vertically facing down her back.
  • When Trinity Prime casts Blessing, she emits a pillar of light from her body and additional sound effects that do not occur with the Trinity base model.


  • Trinity Prime in Codex.
  • Trinity Prime in the arsenal.
  • Torso closeup.
  • Visual Effects added in for Trinity Prime's Energy Vampire
  • Visual Effects added in for Trinity Prime's Well Of Life
  • Visual Effects added in for Trinity Prime's Blessing

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Trinity can revive fallen allies 25% faster (reviving them in 4 seconds as opposed to 5 seconds) and from further away.


WellOfLifeModU14 TrinityWellOfLife
Well Of Life
Create a well of life on an enemy. Allies will gain health when damaging the target.
Strength:30% / 35% / 40% / 45% (lifesteal)
150 / 250 / 350 / 400 (max health)
Duration:7 / 9 / 10 / 12 s
Range:100 m

  • Trinity marks a target within 100 meters. It is incapacitated, marked bright green and lifted airborne for 7 / 9 / 10 / 12 seconds. Its health is temporarily restored and multiplied by 10. As allies damage it, they are healed for 30% / 35% / 40% / 45% of the damage dealt. This ability expires if 150 / 250 / 350 / 400 health is restored.
  • If the target is not killed before Well of Life expires, its health returns to the original value before the cast.
  • This ability can heal Trinity, Tenno, and Companions.
  • Has a cast delay of 1 second. Not recastable while active.
  • If the target dies before Trinity finishes her casting animation, the energy used for Well of Life is refunded.

Main article: Pool of Life

Pool Of Life is a Warframe Augment Mod that makes enemies marked by Trinity's Well Of Life drop Health Orbs upon death, with a chance to drop an additional Energy Orb.

Rank Orbs dropped Energy Orb chance Cost Conclave
0 1 10% 6 C5
1 2 15% 7 C5
2 3 20% 8 C8
3 4 25% 9 C10

  • The additional health imposed onto Well of Life's target ensures that most enemies, regardless of toughness, will give allies plenty of room to reach the ability's healing limit.
    • Upgrading Power Strength raises the healing cap such that weaker enemies may not meet the new healing limit, even with their multiplied health. *Requires Testing
  • Well of Life can effectively lock down a Synthesis Target for scanning. Additionally, the imposed health boost safeguards the target from accidental death before scanning.
  • Be careful with casting Well of Life on enemy bosses, as its active effects prevent a high amount of damage dealt by allies.
    • Many bosses are, furthermore, immune to Well of Life's control effects.
    • The caster can retarget another enemy to end Well of Life's effect on an undesired target.

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.

  • If Well of Life is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave, but it also will be suspended in midair for the duration of the skill.
  • In Corpus levels, if the player targets something outside of the above-mentioned range [clarification needed], the nearest turret (and possibly cameras) will be targeted.

  • EnergyVampireModU15 TrinityEnergyVampire
    Energy Vampire
    Allies will gain energy over time when enemies are marked with Energy Vampire.
    Strength:15 / 17 / 20 / 25 (restored energy)
    6.25% (damage percentage)
    Duration:5 / 6 / 7 / 9 s
    Range:100 m (cast range)
    15 / 17 / 20 / 25 m (pulse radius)

    • Trinity marks a target within 100 meters. It shines bright blue and emits 4 pulses over 5 / 6 / 7 / 9 seconds. Each pulse restores 10 / 15 / 20 / 25 energy to Tenno within 15 / 17 / 20 / 25 meters, and the target is staggered and dealt 6.25% of its remaining health as Finishing damage.
    • Finishing damage ignores armor and shields.
    • If the target dies while marked, all remaining pulses are released at once.
    • Damage percentage is applied to the target's remaining health or 25% its maximum health - whichever is greater at the time of cast. Each pulse inflicts at least 5 Finishing damage.
    • Pulses are emitted at every quarter of the duration, the first occurring immediately on cast. The final pulse occurs when three-quarters of the duration has elapsed.
    • The pulses' stagger will not interrupt the attacks of heavy enemy units. It also does not affect enemies immune to stagger, such as Grineer Rollers, Corpus Ospreys, or certain bosses.
    • Energy Vampire cannot be cast on targets that won’t be damaged, e.g. during invulnerability phases of certain bosses.
    • Players channeling Renewal, Absorb, Exalted Blade, Hysteria, Peacemaker, Prowl, Sound Quake, or World On Fire cannot benefit from Energy Vampire.
    • Has a cast delay of 0.6 seconds. Not recastable while active.
      • The cast delay is affected by Natural Talent, reducing it down to 0.4 seconds.
      • After the cast delay, the animation takes another 0.6 seconds to finish. After this Trinity can move freely again. This delay is affected by Natural Talent as well.
    • Multiple Trinities cannot drain energy from a single target simultaneously.

    Main article: Vampire Leech

    Vampire Leech is a Warframe Augment Mod for Trinity that causes Energy Vampire to convert excess energy into replenishing Shields, and will even boost into Overshields.

    Rank Shield Recharge Cost Conclave
    0 85% 6 C5
    1 100% 7 C5
    2 120% 8 C8
    3 150% 9 C10

    • Cast Energy Vampire on a weak enemy and kill it for a quick burst of energy.
    • While increased duration slows energy gain by spreading the pulses over a longer period, killing the target quickly negates this penalty – allowing Trinity's other abilities to benefit from increased duration.
    • Decreasing Energy Vampire's duration via Corrupted Mods will quicken the energy restoration at the cost of a shortened span of stagger control per cast.
    • Energy Vampire deals damage on each pulse based on the enemy's remaining amount of health and shields at the time it is cast.
      • Formerly, casting Energy Vampire as Well Of Life was ending would deal increased damage based on the enemy's multiplied health (which was 10 times larger during Well Of Life). Even after the enemy's maximum and current health had reverted to its original un-multiplied values, the remaining 3 pulses to took off huge amounts of health.
      • This was patched in Update 18.5.
    • If used on Grineer Latchers, the Latcher will not be destroyed by the pulses and can be casted upon again and again for more energy. The effect will stop when latch onto a player.

    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 27.63 seconds.
      • Reduces cast range to 34 meters and pulse radius to 8.5 meters.
    • Maximized Power Efficiency reduces cost to 12.5 energy.
      • Reduces duration to 3.6 seconds.
    • Maximized Power Range increases cast range to 250 meters and pulse radius to 62.5 meters.
      • Reduces restored energy to 10 per pulse and damage percentage to 2.5%.
    • Maximized Power Strength increases restored energy to 74.75 per pulse and damage percentage to 18.6875%.
      • Increases cost to 77.5 energy.
      • Reduces duration to 6.525 seconds.

  • If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned.
  • In Corpus levels, if the player targets something outside of the above mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted.

  • LinkModU14 TrinityLink
    Any damage taken while Link is active will be channeled to a nearby enemy.
    Strength:50% / 60% / 70% / 75% (damage reduction)
    1 / 2 / 2 / 3 (affected enemies)
    Duration:6 / 8 / 10 / 12 s
    Range:12 / 14 / 17 / 20 m

    • Trinity links with nearby enemies over a duration 6 / 8 / 10 / 12 seconds, reducing incoming damage by 50% / 60% / 70% / 75% while channeling the damage back to her attackers. Trinity reflects 100% of incoming damage and Status Effects to a maximum of 1 / 2 / 2 / 3 enemies within 12 / 14 / 17 / 20 meters.
      • Damage reduction and the number of affected enemies are not affected by Power Strength.
      • Currently, the relationship between Power Strength and the percentage of damage reflected is unpublished. [Testing Required]
      • Self-inflicted damage is reflected as well. Conversely, friendly fire is not reflected.
      • Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
      • Status immunity applies to physical staggers and knockdown.
        • Includes knockdown from environmental traps such as Corpus Laser Barriers. Note that tripping these barriers in Spy missions will still trigger vault alarms.
      • Status effect immunity does not include Eximus energy drains or Nauseous Crawler disables. Magnetic procs from Ancient Disruptors are resisted; however, they are still able to drain a small amount of energy with every attack due to their aura.
      • Duration is affected by Power Duration.
      • Range is affected by Power Range.
    • If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
    • Trinity cannot link with The Stalker.
    • Although it will mitigate damage from Ancient Healers and Corrupted Ancients it will not hurt them due to how they absorb damage from nearby allies.
    • Trinity and linked enemies will shine the color of her energy.
    • Has a cast delay of ~0.6 seconds.
    • Cannot be recast while active.

    Main article: Abating Link

    Abating Link is a Warframe Augment Mod for Trinity's Link that reduces the armor of all connected enemies.

    Rank Armor Reduction Cost Conclave
    0 25% 6 C5
    1 30% 7 C5
    2 35% 8 C8
    3 45% 9 C10

    • Keeping this ability active when surrounded by high-level enemies will dramatically increase Trinity's survivability.
      • Be careful of Link's slow, immobile cast delay, lest you become overwhelmed by burst fire.
    • Use Trinity's Energy Vampire to fuel Link's high energy cost.
    • Try using self-inflicted damage offensively! While using Blessing as a safety barrier, damage yourself with Castanas, Ogris, Penta, Stug, etc. to reflect their high damage to several enemies in range. Be wary of stacking damage upon yourself, though, as these weapons can kill you outright even with the damage reduction granted by Link and Blessing.
      • Electricity b Electricity procs (including those from Castanas) synergize especially well with Link's status reflection, as they will cause each linked enemy to trigger an electric chain attack dealing massive amounts of damage to clustered groups.
    • Link connects to enemies through walls and other obstacles, which serves as an early-warning system indicating if enemies are nearby.
      • Similarly, Link can connect to and track the position of cloaked enemies such as Capture targets and Manics.
    • Be wary of mods and effects which reduce Power Range as they make it harder to maintain an active link, and with that, Link's defensive benefits.

    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.

    BlessingModU15 TrinityBlessing
    Restores the health and shields of all allies, while simultaneously providing a degree of damage immunity to the team.
    Strength:40% / 50% / 75% / 80% (shield/health restoration)
    50% damage resistance
    Duration:3 / 5 / 7 / 10 s

    • Trinity restores 40% / 50% / 75% / 80% of her allies' shields and health within shared Affinity range (default 50 meters). Allies will be granted 50% damage resistance for 3 / 5 / 7 / 10 seconds.
      • Shield/health restoration and damage resistance are affected by Power Strength.
      • Damage resistance duration is affected by Power Duration.
      • Heal range is set to shared affinity range, and is not affected by Power Range. However, it can be increased by Disciplined Approach.
      • Damage resistance is capped at 75%, achievable by a 50% increase in Power Strength.
      • Amount of damage resistance is displayed in the player UI upon casting.
    • The effects of Blessing are applied to Trinity, Tenno, and Companions.
    • Blessing does not grant immunity from Status Effects such as Knockdowns and staggers.
    • Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted, and Trinity's allies will be able to safely revive her. The damage resistance for Trinity still applies, even while being downed.
    • The damage resistance will not offer protection from damage taken in the Vampire Challenge of Nightmare Mode, but Blessing will heal Trinity and her allies (It will prevent damage in Nightmare Trial).
    • After the oxygen has completely run out in Survival, Blessing will replenish Trinity's health and shields as well as grant damage resistance. However, health and shields will still be depleted at a rapid rate, eventually leaving Trinity and her allies at 5 health. After an ally's shields have been depleted at this stage of the mission they will stay depleted, similar to the No Shields Nightmare mode challenge, and Blessing cannot recover them anymore.
    • Does not restore or create overshields.
    • Does not affect static Defense mission objectives such as cryopods and generators, but does affect mobile objectives such as Tenno operatives in Sortie defense missions.
    • While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
    • Can be cast while in midair.
    • Cast time delay of 0.5 seconds.
    • Can be recast while active. Blessing's previous damage resistance values will be overridden.

    • Building up overshields with Vampire Leech while Blessing is on provides Trinity and her team with a substantial damage buffer, since recasting Blessing will always leave a small window of no damage reduction.

    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 30.7 seconds.
      • Has no negative effect on this ability.
    • Maximized Power Efficiency reduces cost to 25 energy.
      • Reduces duration to 5 seconds.
    • Maximized Power Range has no positive effect on this ability.
      • Reduces shield/health restoration to 32% and damage resistance to 20%.
    • Maximized Power Strength increases shield/health restoration to 100% and damage resistance to 75%.
      • Increases cost to 155 energy.
      • Reduces duration to 7.25 seconds.

    Strength Mods


    Duration Mods


    Range Mods


    TrinityWellOfLife TrinityWellOfLife TrinityWellOfLife
    TrinityEnergyVampire TrinityEnergyVampire TrinityEnergyVampire
    TrinityLink TrinityLink
    TrinityBlessing TrinityBlessing

    Edit Tab

    Trinity mainly plays a support role, preferably staying back from the front lines. A Trinity player should stay around long range weapons as opposed to close ones, to take advantage of her abilities. Due to the nature of Trinity's primary abilities, which requires allies to hit a tagged target for a certain boost, Trinity plays best against single strong enemies or bosses where her buffs can last longer and possibly affect more teammates. Any teammate that attacks the tagged target gains their own benefits without sharing with the rest of the team. In other words, Trinity's abilities are more effective against more resilient enemies.

    Well of Life

    Trinity's first ability uses 25 energy to create a Well of Life on an enemy, granting health to any teammates that attack it, yourself included. Upon doing so, the target will light up the vicinity with a bright green glow. The main goal of this ability is to heal. A good Trinity player should be pressing the squad key (default 'Z') at regular intervals to keep check on her teammates. In addition to healing teammates, Well of Life is also good at keeping Trinity alive.

    Trinity players tend to use Well of Life often because Trinity's health and shields are capable of depleting quickly as she only has an armor base of 15. The Well of Life range is extremely long but not infinite.

    Before [Update 9.8], Trinity's Well of Life was not used as much as her other abilities, due to the small amount of life available per cast and the short lifespans of enemies. When used, it was cast on bosses and heavy units. As of [Update 9.8] Well of Life's duration is buffed to last ten times longer.

    Energy Vampire

    For 50 energy, Trinity can cast Energy Vampire on a single enemy. An affected enemy will experience a glowing blue aura, similar to the one created by Well of Life. Allies that attack the affected target gain energy, and it is possible for Trinity to regain the costs of Energy Vampire. At higher levels, Trinity is able to regain more energy than the cost of Energy Vampire.

    To maximize the effectiveness of this ability, it is recommended to keep Trinity's ability duration as low as possible (i.e. using Fleeting Expertise and not using Continuity), since this shortens the time between the energy bursts.

    When fighting bosses, this skill is valuable because the energy gain allows your allies to keep using their devastating abilities, and it allows Trinity to heal and support for a longer period as well. Similar to Well of Life, the range is extremely long, stretching at least half the length of a Grineer Asteroid Base boss room at rank 1, if not further.

    [Update 9.8] Energy Vampire was edited to radiate energy to nearby players every few seconds, while stunning and damaging the target. This means that players do not necessarily need to target the enemy at all, or target it only when necessary. 

    Because Energy Vampire drains a percentage of the target's maximum Health based on the value when it was cast, it has excellent synergy with Well of LifeIf Energy Vampire is cast right before Well of Life ends, its damage pulses will subtract health based on the much larger maximum value used during the latter ability, effectively multiplying the damage of each pulse by a factor of ten after Well of Life ends. This was patched in [Update 18.5].


    Link allows Trinity to tank for a short period of time. For 75 energy, Trinity can throw a damage link between herself and an enemy that acts like a buffed version of Rhino's Iron Skin and makes Trinity temporarily close to invincible by allowing only 25% of all damage received to damage the Trinity, while the entire 100% goes to each linked enemy. Any status effects will be nullified on Trinity and transferred to the target. While Trinity's first two abilities end when the target is killed, Link remains active for its full duration and switches from enemy to enemy. If there are no enemies nearby, link will target a teammate (usually a sentinel or hostage), and in case nothing is in range, you will be able to activate it but the damage won't be deflected. Against bosses, this can be extremely valuable; Energy Vampire can return power more than the cost of Link and Energy Vampire combined. Link's range is also very long.

    [Update 9.8]  Link was changed to target more enemies simultaneously and the range was increased. However, the invulnerability was switched to damage reduction. Link can no longer allow trinity to run into extremely high level enemies with invincibility, or allow her to use Ogris at point blank range for extra damage. On the other hand, she still has blessing for invulnerability and can clear enemies faster.


    Blessing is Trinity's final ability. It restores the health and shields of all allied Tenno while granting brief damage reduction at the cost of 100 energy. However, Blessing has a short channeling time of approximately 1.5 seconds after which the healing is applied to Trinity and spreads out in the shape of an expanding dome.

    While player items, like Team Heal, do a great job at healing a limited amount of team health, Blessing is not limited by the healing limits of items. A Blessing can replenish all life instantly while at the same time regenerating shields and applying damage reduction across all friendly units. Blessing is extremely useful to heal allies and to avoid damage.

    Blessing has infinite range. Teammates can receive a heal and buff anywhere on the map.

    Update 9.8 Blessing was buffed to allow instant casts. Although she still needs to do the animation, Trinity is invincible for the duration. This change makes Blessing more helpful as a panic button for when you see teammates with low health.

    Update 13.3 Blessing no longer gives invincibility, and instead gives a  damage reduction based on the greatest percentage of health healed (if you healed your squad 30%, 50% and 90%, the party would receive a damage reduction of 90%).

    Update 14.6 Blessing was changed to restore 40% / 50% / 75% / 80% shields and health of every player and their sentinels, damage reduction system stayed the same as previously. 14.6.1 removed the cooldown period that was previously the duration of the damage reduction.


    • As of Update 7.9, the color of the energy on Trinity's default helmet can be changed.
    • As of Update 9.8 Trinity's abilities were readjusted.

    Edit Tab

    Trinity can be equipped with the following items:



    See Also

    Edit Tab

    Hotfix: The Index Preview 4
    • Energy Vampire now works on Azoth and Lockjaw in The Index.

    Hotfix 18.13.2

    • Blessing Changes
      • Damage resistance is now a flat value of 50% which can be increased by Power Strength up to a cap of 75%.
      • Fixed a possible infinite damage multiplier.

    Update 18.13

    • Blessing Changes
      • Allies now have to be within the shared Tenno Affinity aura range (50 meters).
      • Damage resistance is now calculated by the following formula: Damage Resistance % = 100 - Square (Average (Tenno Health %))
    • Passive: Revive fallen allies faster from further away.

    Hotfix 18.6.2

    Update 18.5

    • Fixed an error causing Trinity’s Energy Vampire to potentially instant kill bosses in conjunction with Well of Life.

    Update 18.3

    • Conclave: Well of Life and Energy Vampire no longer require a target to activate.

    Hotfix 18.2.4

    • Fixed Greatsword weapons sitting strangely on Trinity and Trinity Prime when holstered.

    Hotfix 18.0.1

    • Fixed an issue with Trinity's Skirt disappearing when equipping the Immortal Skin.

    Update 18.0

    • Physics added to Trinity's skirt.

    Update 17.6.1

    • Prime: Improved the resolution on Trinity Prime’s image in the Market.
    • Prime: Fixed Trinity Prime not appearing in the Codex.
    • Prime: Fixed Trinity Prime’s helmet dangles swapping to other non-Prime helmets.

    Update 17.6

    • Prime: Trinity Prime added to drop tables

    Update 17.5

    • Conclave: Trinity can now be used in Conclave.

    Update 17.4.5

    • Conclave: Fixed Trinity being available for use in Conclave.

    Update 17.4.4

    • Added additional collision to Trinity’s skirt to help prevent capes and Syandanas clipping through her skirt.

    Update 16.11

    • Fixed incorrect visual effect showing on Energy Vampire.

    Update 16.3

    Update 16.0.3

    • Well of Life will no longer waste energy on invulnerable targets.
    • Vay Hek is no longer vulnerable to Energy Vampire (like other bosses).
    • Fixed Well of Life inadvertently causing damage to certain enemies.
    • Fixed Well of Life and other powers for clients targeting invulnerable enemies after Mag’s Bullet Attractor had expired.

    Update 15.13

    • Fixed Link using the incorrect energy color.
    • Fixed Syandanas clipping through Trinity’s clothing and armor.

    Update 15.10.1

    • Fixed Blessing removing overshields.

    Update 15.7.2

    • Fixed the Nullifier Crewman’s protective bubble not removing Link.

    Update 15.6

    • Augment: Link - Abating Link
    • Fixed enemies targeted by Energy Vampire becoming stuck in an animation loop.

    Update 15.5.8

    • Energy Vampire changes
      • Damage dealt is now direct-to-health damage instead of Slash (ignoring armor).
      • Damage is now only scaled off of HP instead of HP + Shields.
      • Damage will scale off of their current HP or ¼ of their max, whichever is greater.
      • Damage will always be at least 5 HP per pulse.
      • You will no longer be able to cast on targets that won’t take damage from it; this specifically applies during the invulnerability phases of certain bosses.
      • Multiple Trinities can no longer drain energy from a single target simultaneously.

    Update 15.2

    • Energy Vampire now only benefits teammates who can see or can be seen by the targeted victim (victims remember who they have seen for a short duration).

    Update 15.1.1

    Update 15.0

    Update 14.7

    • Fixed issue with Blessing fully restores the health of the Fomorian power core in Hijack missions.

    Update 14.6.1

    • Blessing is now recastable while passive damage reduction is active. This means you no longer need to wait for your Duration timers to expire before being able to recast Blessing.

    Update 14.6

    • Blessing now heals 40/50/75/80% health and shields based on Mod rank. The percentage can also be increased by strength mods.
    • Fixed an issue with Blessing affecting Excavators.

    Update 14.2.3

    • Fixed Blessing not providing a consistent damage reduction value across all affected beings.

    Update 14.1

    • Fixed an issue with Trinity's power icons appearing incorrectly.

    Update 14.0.6

    • Blessing no longer affects defense pods.

    Update 14.0

    • Fixed Link visual effects remaining after teleport volume.

    Update 13.6

    • Tweaked a number of armor offsets.

    Hotfix 13.5.1

    • Blessing is now cast-able when in the air.

    Update 13.5

    • Fixed an erroneous description in Energy Vampire.

    Update 13.3

    • Blessing: On cast, Blessing restores all shields and health. Damage reduction for the duration of the skill is now based on the greatest percentage of health healed (i.e. if you have a squad with members whose health you healed 30%, 40% and 90%, all party members will receive Damage reduction at the greatest percent, 90% in this case). This should make the use of Blessing more reactive, greatly benefiting players that pay attention and monitor party health to maximize its effectiveness.
      • Reduced the time it takes for Trinity's Blessing animation to play.
    • Energy Vampire: Will now pulse one last burst from the victim when it dies, releasing any remaining energy; this should make the power useful even when the enemy is killed prematurely.
    • Fixed incorrect visuals appearing on Trinity's Helmet.

    Update 12.5

    • Improved the client side visuals for the effect created when enemies are hit by Energy Vampire and Well of Life.

    Update 12.0.4

    • Fixed Link becoming unusable if no enemy targets can be found after casting.

    Update 11.5

    • Trinity’s Blueprint drops have moved to Iliad on Phobos to be dropped by Lt Lech Kril and Captain Vor.
    • Fixed Trinity clipping with the Grakata for the Noble Animation set.

    Update 11.2

    • Armor buff from 10 to 15.
    • Fixed script error in Well of Life that would cause power-in-use bug.

    Update 11.1.1

    • Fixed "Power In Use" occurring when using Energy Vampire.

    Update 11.0.3

    • Fixed players potentially taking shield damage when Trinity has Blessed them.

    Update 11.0.2

    • Fixed Blessing not making Trinity invulnerable.

    Update 11.0.1

    • Link now prevents procs (though they may still occur on the Link target).

    Update 11.0

    • Conclave: Fixed Energy Vampire in Conclave which caused enemies on the opposite team to regenerate energy as well.

    Update 10.3

    • Added sound for Energy Vampire deactivating.

    Update 10.0.4

    • Fixed Well of Life which was causing shields to increase exponentially during Survival missions.

    Update 10.0

    • New ability icons.
    • Fixed Link that was targeting closed turrets and security cameras.

    Update 9.8

    • Feedback Changes
      • Well Of Life: Now plays reaction animation, Life is 10x multiplied allowing players to leech enough health out.
      • Energy Vampire: Now plays reaction animation and doesn't require damage to get energy. Instead target radiates a set amount of energy every couple of seconds. Also does damage to the target (Damage scales with strength mod).
      • Link: No longer fully immune to damage; changed to damage reduction, now links to several targets at once amplifying the incoming damage. Increased radius search for link targets.
      • Blessing: Animation speed changes and timing. No longer wait until end of casting animation to get power effects.

    Update 9.7

    • Improved cast animation for Blessing.

    Update 9.6.1

    • Fixed energy colors not being applied to Link.

    Update 9.5.3

    Update 8.3:

    • Fixed an issue where Trinity could get sliced in half or ragdoll when her Link target was meant to receive such an injury

    Update 8.2:

    • Fix for Well of Life and Energy Vampire being considered "in use" even on dead targets.

    Update 8.1.3:

    • Updated Visual FX on Link and Energy Vampire.

    Update 7.11:

    • Fixed Link having limited use against Fusion MOAs, power effect now more in-line with other enemies.
    • Fixed Link affecting the rescue target, even when other enemies are nearby. Link ability now ignores all friendlies.

    Update 7.9:

    • Trinity's helmet effect now works with "energy" palette color changes..
    • Revised sound for Trinity's Link power.
    • Fixed Link that was affecting/destroying her sentinel.

    Update 7.8.1:

    • Fix Link destroying equipped sentinel.

    Update 7.3:

    • Fixed Link targeting her own sentinel.

    Update 7.2:

    • Sentinels are now affected by Trinity's healing powers.

    Hotfix 6.3:

    • Improved Trinity speed for Health trade off.

    Update 4.0:

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    Post-Update 13.3 Videos

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