Deep Archimedea

Deep Archimedea is a series of multi-stage missions in a battle against to drive them out of Albrecht's Laboratories. They can be accessed by speaking to the Necraloid in the Sanctum Anatomica.
Unlocking Deep Archimedea for the week consumes 2 Search Pulses. 5 Search Pulses are granted each week, shared with Netracells, resetting at Monday 0:00 UTC. Players can still partake in Deep Archimedea missions once they have exhausted all rewards.
Access to this mission requires completion of the Whispers in the Walls quest and being Rank 5 - Illuminate with the .
==Tutorial==
==Mechanics==
Similar to Sorties, players are tasked with completing three missions in a row. Players should prepare carefully, as there are no breaks and no opportunities to switch loadouts between missions.
Clearing all 3 missions awards 3 Research Points for rewards.
===Individual Parameters===
These Individual Parameters exclusively affect a player, and there are two kinds of Individual Parameters that can be selected by the player: Loadout and Personal Modifiers. Players can restrict their loadout and apply personal debuffs to gain Research Points to increase their chances at receiving more rewards.
====Loadout====
These Parameters are applied based on Loadout equipment. Each week, a choice of 3 Warframes, Primary, Secondary, and Melee Weapons are listed, matching them awards 1 Research Point per equipment per mission. The available Loadout restrictions differ between players, and can consist of equipment that the player doesn't own.
In order to activate any of the Loadout parameters, players must change their equipment in the Arsenal. Variants of equipment such as Primes or Syndicate Weapons are eligible.
Kitguns and Zaws can appear in the Loadout window. Any combination of components will apply as long as one is equipped.
====Personal Modifiers====
Four randomly selected debuffs can be applied, each granting 1 Research Point per mission.
These Personal Modifiers affect players directly, providing a challenge in exchange for increased Research Points. They're applied individually, allowing a player to increase the challenge for themselves without affecting their teammates.
Personal Modifier 	Effects 	Notes
Gear Embargo 	Gear cannot be used. 	
Powerless 	All Abilities are disabled until the squad kills 50 enemies. 	Passives seem to be unaffected (needs more testing).Also applies to the Operator/Drifter, however Transference itself is unaffected.Specters are unaffected.
Secondary Wounds 	Gain 1 Status Effect every time you take damage. 	
Lethargic Shields 	Shield recharge delay increased 500%. 	Increases recharge delay to 6 seconds by default.Other sources of shield restoration (, , ) are unaffected.
Ammo Deficit 	Ammo restored by drops and gear is reduced 75%. 	Has no effect on Battery Weapons or Exalted Weapons
Fractured Armor 	Casting an ability reduces Armor by 10% for 10s. 	
Untreatable 	Pickups do not heal, and Health Orbs cannot be picked up. 	' Universal Orbs and will still provide energy.
Abbreviated Abilities 	Ability Durations reduced by 50%. 	Reduction is multiplicative; an ability with 250% duration will be reduced to 125%.
Concussive Drain 	Taking health damage also consumes 5% of max energy per hit. 	
Transference Distortion	Transference into Operator and Drifter is blocked. 	Prevents usage of and piloting Necramechs.
Terminal Velocity 	You do 0 damage while not moving. 	
Framecurse Syndrome 	Activating an Ability inflicts 50 damage upon you. 	Damage dealt ignores shields and is dealt directly to health.
Knifestep Syndrome 	Lose 2 Health when moving. Jumping pauses the effect. 	Rate of health loss is proportional to movement speed.
Energy Exhaustion 	Lose 2 Energy per second for each enemy within 10 meters of you. 	
Ammo Scarcity 	Ammo depletes steadily. Battery weapons recharge slowly. 	Ammo reserves deplete at ~5% per second.
Exposure Curse 	Shields are removed. 	
Sanguine Syndrome 	Every time you take damage, you also suffer a Bleed Status Effect.	
Vampyric Syndrome 	Lose Health every second. Killing enemies restores Health. 	
Conductive 	Take damage every few seconds. 	
===Deviation===
Deviations are mission-related modifiers that add further difficulty, forcing new strategies to adapt to their conditions. They are variations of mission elements players may already be familiar with, designed to keep even the most experienced Tenno on their toes. 
Deviation 	Mission Compatibility	Effects 	Notes
Necramech Influx 	All 	Necramechs appear with greater frequency. 	Hostile Necramechs can spawn without being summoned by Rogue Culverins.
Fissure Cascade 	All 	Fissures rip into the mission, causing the Enemy Level to go up by 1 every 10s. Destroy them to stop the level from increasing further. 	
Damage Link 	All 	Enemies within 10m of each other form a Damage Linked group. Any damage done to an individual is distributed evenly to the entire linked group.	
Sealed Armor 	All 	Enemies take 90% less damage from non-weak point hits. 	Weak points will be highlighted with this Deviation active. Anatomizers are exempt from this Deviation since they have no weakspots.
Parasitic Towers 	Survival 	Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them. 	
Hostile Support 	Survival 	The Life Support Tower delivery system is disabled. Necramechs spawn every 90 seconds, and drop 6 Life Support Modules when killed. 	Enemies can still drop life support modules on death.
Hazardous Areas 	Survival 	Activate Life Support Towers to clear Hazardous Areas for your squad. 	
Hazardous Goods 	Alchemy 	Amphors will inflict their associated elemental damage while being carried. 	
Alchemical Invulnerability	Alchemy 	10% of enemies are equipped with an impervious Elemental Barrier that can only be destroyed by an Amphor of the corresponding element. 	
Eximus Amphora 	Alchemy 	Eximus units always drop Amphor but they are the only units that drop them. 	
Eroding Senses 	Mirror Defense 	The Auricle and Vitreum take damage over time, collecting the required Vosphene Glyphs will halt the degradation and partially heal them. 	
Glyph Inflation 	Mirror Defense 	The security system requires twice as much Vosphene Glyphs to activate. 	
Glyph Trap 	Mirror Defense 	Some Vosphene Glyphs are booby-trapped with a portal that Teleports those that touch it 250m away. After the portal is revealed it lasts 45s. 	
Radioactive Breakdown 	Mirror Defense 	All enemies are invulnerable and can only take damage when they are inflicted with Status. s appear randomly and inflict Radiation Status. 	
Barbed Glyphs 	Mirror Defense 	Each Glyph inflicts a small amount of damage when collected. 	When collected, Glyphs inflict damage with a guaranteed proc.
Coordinated Front 	Assassination 	Eximus units support The Fragmented Tide and its final form. 	
Relentless Tide 	Assassination 	The Fragmented Tide never stops attacking. 	
Angelic Cohort 	Assassination 	Void Angels fight alongside the final Fragmented form. 	
The Fragmented Two 	Assassination 	Face two Fragmented forms in the final battle. 	
Engorged Gruzzlings 	Disruption 	All Gruzzlings are Eximus. 	
Unified Purpose 	Disruption 	Enemies can target and destroy Conduits. 	An activated Conduit now possesses a health bar that allow all enemies to attack it.
Double Demolishers 	Disruption 	Two Necramech Demolishers will attack any Conduit, but their health is reduced. 	It is possible for both Demolishers to spawn in the same starting room, reducing the need for players to spread out and take down each Demolisher individually.
===Risk Variable===
Risk Variables are more focused on enemies and weapons, designed to make the endless waves of enemies more merciless than ever before. Tenno will want to check Risk Variables before diving into a Deep Archimedea to ensure they're prepared for whatever lies in front of them. 
Risk Variable 	Effects 	Notes
Hostile Regeneration 	Enemy health slowly regenerates. 	
Vampyric Liminus 	Slow moving, immortal, Duviri Liminus drain Health and Energy from allies who get too close. 	Drains 150 health and 25 energy per second while in range. While immortal, they are affected by crowd control. They also deal increased damage to players with .
Adaptive Aberrations 	Enemies gain resistance to Elemental Damage that has been inflicted upon them. Resistance is lost if no damage is taken from that element for 5s.	
Bolstered Belligerents	All enemies have Overguard equal to 50% of their max health. 	
Ranged Engagements 	Only enemies with ranged attacks are present. 	
Close Quarters 	Only enemies with melee attacks are present. 	
Fortified Foes 	Guardian Eximus units may be encountered, including Guardian Eximus Necramechs. 	
Myopic Munitions 	Enemies will only take damage if a player is within 15m of them. 	
Postmortal Surges 	Slain enemies burst with Void energy. 	
Elemental Potency 	Enemies deal +100% Elemental Damage and have +85% resistance to Elemental Damage. 	
Eximus Reinforcements 	Additional Eximus units will be deployed. 	
Bold Venture 	Enemies deal -15% Damage and take +15% Damage but gain +15% Movement Speed, Attack Speed, and Fire Rate. 	
Devil's Bargain 	Allies within 4m of slain enemies gain +25% Fire Rate at the cost of -50% Ammo Efficiency. 	
Entanglement 	Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity. 	
Commanding Culverins 	Rogue Culverins equip weapons that deal 5x Damage to Overguard and Necramechs. 	Changes projectile fired by Rogue Culverins. Creates an explosion on impact.
Explosive Potential 	Rupturing Fragments replace Shuffling Fragments. 	
Alluring Arcocanids 	As Rogue Arcocanids charge attacks, they pull Warframes toward them. 	
===Restrictions===
Considered to be extremely difficult with many debilitating restrictions and level 250 - 275 enemies, it is recommended to attempt this mission in full squads.
*Empowered Enemies:
**Enemies have their Health and Shields increased by 100%, and an additional 50% for each squad member up to a maximum of 300%.
**Eximus have a higher spawn rate.
*Restricted Respawns:
**Self-revive is not allowed. 30 seconds after a player dies, a Void Angel with a single health bar will spawn which must be killed to revive the fallen player. The Void Angel will become stronger with each subsequent death.
**'s drain begins 2 seconds earlier with each use.
***The Transference Distortion Personal Modifier completely disables .
**Bleedout timer reduces with each revive, down to a minimum of 5 seconds.
**A player that is dead for longer than 3 minutes will receive a Mortis Strike. Acquiring 3 strikes will remove eligibility for rewards.
***All rewards earned before acquiring the 3 strikes are kept.
***Strike timer is cumulative and does not reset on revive.
*Restricted Consumables
**Team Bonus Consumables have a 3 minute cooldown.
===Elite Archimedea===
For the truly courageous Tenno, Elite Archimedea is a higher difficulty mode of Deep Archimedea, increasing enemy levels to 375 - 400 and applying two Risk Variables. Completing an Elite Archimedea grants an additional 10 Research Points for even more rewards.
Elite Archimedea is permanently unlocked by completing a Deep Archimedea with 25 Research Points, requiring all points from Loadout and Personal Modifiers.
==Rewards==
The primary rewards of Deep Archimedea consists of Archon Shards: (), (), or (), Legendary Melee Arcane Enhancement ( or ), or . Completion of the third mission awards Standing.
Rewards are divided into tiers that are earned by applying Research Points:
*Clear: 3 Points after clearing all missions
*Individual Parameter: 1 Point per mission, 24 total for clearing all missions with all parameters enabled
*Elite Archimedea: 10 Points after clearing all missions, stacking with the base clear points for 13 total
Research Points do not stack across attempts; rewards are earned based on the singular attempt at hand, not the sum of attempts over the week. In order to maximize gains, players must satisfy all Individual Parameters conditions before starting the mission. Each reward can only be earned once per week.
*5 Points: Uncommon Reward Pool (A)
*10 Points: Uncommon Reward Pool (A)
*15 Points: x 3
*20 Points: Rare Reward Pool (B)
*25 Points: Permanent Elite Archimedea Unlock
*28 Points (Elite): x 20
*31 Points (Elite): Rare Reward Pool (B)
*34 Points (Elite): Legendary Reward Pool (C)
*37 Points (Elite): x 50
**Also rewards an inbox message containing the Archimedean Eye Sumdali
Reward tiers are immediately given upon qualifying. For example, clearing the first mission with all parameters enabled (8 Points) awards the 5 Point tier, and clearing the second mission after (16 Points) awards the 10 Point and 15 Point tiers.
==Notes==
*In Survival and Mirror Defense, special terminals can spawn Rogue Necramech Eximus which when defeated lowers the mission timer by 45 seconds.
*Stalker cannot spawn in Deep Archimedea. Likewise, Stalker Beacons cannot be used.
==Tips==
* are vulnerable to and damage but resist damage.
*Survivability is just as important as in Arbitrations, Archon Hunts, and Netracells. A fallen player can be revived in bleedout, but not once they have "fully" died.
**Consider bringing the following Warframes:
***Healer (, , , , , , , , , , or )
***High survivability (, , , , , , , , , or )
***Specialized crowd controllers ('s , (Helminth subsumable), 's , 's and , or 's )
**Equip survival mods (, , and/or ).
**Avoid straying too far from the squad to ensure they can reach a player in bleed-out in time.
***Vazarin's is especially helpful at ensuring an ally gets up as quickly as possible and not miss the rewards by dying.
*Unlike Archon Hunts and Netracells, Deep Archimedea does not restrict the use of Specters.
*If Gear Embargo is not present as a modifier, Archgun Deployers can be used to help deal with some of the randomness involved.
*Summoning the Rogue Necramech during the tunnel transition of Mirror Defense will instantly kill it and apply the timer reduction.
==Patch History==
Category:Update 35
Category:Missions
fr:Cellule de Netra