Deep Archimedea Guide (2026): Modifiers, Research Points and Rewards
Last Updated on October 18, 2026
Three missions in a row, one locked loadout, once a week. Equip the offered gear, switch on every Personal Modifier your build can survive, and you bank up to 27 Research Points on Normal or 37 on Elite; 34 guarantees a Legendary melee Arcane or a Tauforged shard. Armor strip and Overguard matter more than raw damage at level 250 to 400.
Reviewed September 10, 2026, current through Update 43.5; this page is re-checked after every major patch.
Resets in 5d 6h 9m.
| Mission | Deviation | Risk | Elite risk |
|---|---|---|---|
| Extermination Man in the Wall | Fissure Cascade 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. | Bolstered Belligerents All enemies have Overguard equal to 50% of their max health. | Entanglement Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity. |
| Survival Man in the Wall | Parasitic Towers Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them. | Devil's Bargain Allies within 4m of slain enemies gain 25% Fire Rate at the cost of -50% Ammo Efficiency. | Hostile Regeneration Enemy health slowly regenerates. |
| Defense Man in the Wall | Eroding Senses The Auricle and Vitreum take damage over time, collecting the required Vosphene Glyphs will halt the degradation and partially heal them. | Explosive Potential Rupturing Fragments replace Shuffling Fragments. | Fortified Foes Guardian Eximus units may be encountered, including Guardian Eximus Necramechs. |
Personal modifiers (pick the ones you can live with; each one you take raises the research score): Lethargic Shields: Shield recharge delay increased 500%.; Undersupplied: Max ammo on all weapons reduced by 75%; Transference Distortion: Transference into Operator and Drifter is blocked.; Framecurse syndrome: Activating an Ability inflicts 50 damage upon you..
Resets in 5d 6h 9m.
| Mission | Deviation | Risk | Elite risk |
|---|---|---|---|
| Extermination Techrot | Sealed Armor Enemies take 90% less damage from non-Weak Point hits. | Arcade Automate Enemy guns launch large, slow moving orbs instead of their usual ordnance. | It's Alive Within the underground, hostile overgrowths will attack if players stops moving. |
| Defense Scaldra | Vampire Rock Flare creates a field that disrupts player abilities while draining energy to boost Flare's health. Flare slowly loses health when no players are in range. | Balloonfest Scaldra Harbingers are more numerous and attack and move more quickly. | Vampyric Liminus Slow moving, immortal, Duviri Liminus drain health and energy from allies who get too close. |
| Assassination Scaldra | Toxic Tank The tank has a Toxin aura, leaves Toxin trails, and its attacks all deal Toxin damage. | Scaldra Speed Run All enemies are replaced with Scaldra and move much faster. | Hostile Regeneration Enemy health slowly regenerates. |
Personal modifiers (pick the ones you can live with; each one you take raises the research score): Energy Exhaustion: Lose 2 Energy per second for each enemy within 10 meters of you.; Infected Wounds; Gear Embargo: Gear cannot be used.; Dropped Guard: Warframe and ally Overguard gain reduced by 75%..
Live from the game's world state, refreshed every few minutes. Countdowns tick in your browser.
| Rule | Detail |
|---|---|
| Cost | 2 Search Pulses from your weekly pool of 5 (Netracells use the other 3) |
| Shape | 3 missions back to back, no loadout changes between them |
| Enemy level | Normal 250 to 275, Elite 375 to 400 |
| Max points | 27 on Normal, 37 on Elite |
| Reset | Monday 00:00 UTC |
Table of Contents
What you need first
| Requirement | Why |
|---|---|
| Whispers in the Walls | Opens the Sanctum Anatomica and the Cavia. |
| Cavia rank 5 (Illuminate) | Loid will not offer Deep Archimedea below it. |
| One completed Netracell | The on-ramp; do it the same week. |
| 25 points in one Normal run | Unlocks Elite Archimedea permanently. |
How Research Points work
- 3 points for clearing all three missions.
- +1 per active Personal Modifier per mission. Four are offered each week, so up to 12.
- +1 per matching loadout slot per mission. Warframe, primary, secondary and melee are offered each week, so up to 12. Primes and variants of the offered item count.
- Elite adds a flat 10, which is how 27 becomes 37.
- Mission Modifiers (Deviations and Risk Variables) are fixed for the week and not your choice; Elite doubles the Risk Variables.
How a run works
- Talk to Loid in the Sanctum Anatomica and spend 2 Search Pulses to open the week's run.
- Read the four Personal Modifiers. Toggle on every one your build can live with; each is a point per mission.
- Check the four offered loadout slots and equip anything you own that matches.
- Set the build in the Arsenal before you launch. It is locked for all three missions.
- Clear mission one and extract. Mission two starts from the same screen.
- Clear mission two. No swaps, no re-modding.
- Clear mission three to bank the points.
- Open every reward cache you reached; the point total decides which pools you roll.
- Hit 25 on Normal once and Elite is unlocked for good.
Dying here is different
- Self-revive is off. Thirty seconds after you bleed out, a dormant Void Angel carrying your glyph spawns; your squad wakes it and kills it to bring you back.
- Each Angel after the first is much stronger, and bleedout timers shrink with every revive.
- Three minutes dead earns a Mortis Strike. Three strikes and the run pays nothing (caches already opened stay yours).
- Solo players have no Angel to lean on: stay alive or restart.
Rewards by Research Points
| Reward | From | Note |
|---|---|---|
| 5 and 10 points | Uncommon pool | Archon Shards, Melee Arcane Adapter |
| 15 points | Fixed | 3 Entrati Lanthorn |
| 20 points | Rare pool | Tauforged Archon Shard chance |
| 25 points | Unlock | Elite Archimedea, permanently |
| 28 points (Elite) | Fixed | 20 Vosfor |
| 31 points (Elite) | Rare pool | Tauforged chance again |
| 34 points (Elite) | Legendary pool | Melee Crescendo or Melee Duplicate, or a Tauforged shard |
| 37 points (Elite) | Fixed | 50 Vosfor and the Archimedean Eye Sumdali |
| Every completion | Cavia standing | On top of the caches |
Best frames
| Frame | Role | Why |
|---|---|---|
| Dante | Overguard | Overguard for the squad and a nuke that still clears at 375. |
| Citrine | Squad damage reduction | Crystals stack damage reduction and healing for everyone; the safest Archimedea frame. |
| Revenant | Cannot die | Mesmer Skin does not care about the modifiers or the level. |
| Wisp | Sustain | Reservoirs keep three strangers with offered loadouts alive. |
| Trinity | Healer | Blessing and Energy Vampire when the offered gear leaves the squad thin. |
| Kullervo | Solo pick | Wrathful Advance and Recompense keep him near-unkillable when nobody can revive you. |
Best weapons
| Weapon | Why |
|---|---|
| Torid | The Incarnon beam keeps stacking status into level 400 health pools. |
| Kuva Sobek | With its augment it strips armor while it fires; armor is the whole problem here. |
| Kuva Nukor | Chains status onto the pack so the melee and Galvanized guns scale. |
| Kronen Prime | The melee that cashes in the primer, with reach for the crowds. |
Mods that survive level 400
Survivability and energy first; a dead squad banks nothing.

WARFRAME


WARFRAME


WARFRAME


WARFRAME


WARFRAME


WARFRAME


Rifle


Rifle
Tips that save runs
- The matching loadout is up to 12 free points. Equip it even if the weapon is bad and let the frame carry.
- Read each Personal Modifier before toggling. Transference Distortion and Constricted can shut a build off entirely.
- Armor strip is not optional past level 300; raw damage falls off the cliff.
- Stay near the squad. Reviving means killing a Void Angel, not pressing X.
- Elite unlocks at 25 points; it does not mean you are ready for 375 to 400 with two Risk Variables. Build for it first.
- Temporal Archimedea in Hollvania (The Hex rank 5) is a separate weekly with its own enemies and higher levels; do not mix up their numbers.
Mistakes that waste runs
- Launching without the offered gear equipped.
- Treating it like Steel Path and skipping armor strip.
- Wandering off and collecting Mortis Strikes.
- Stacking modifiers that hard-counter your frame just for points; a failed run banks nothing.



