New Auras were leaked by accident to some players but methods of obtaining them have been patched. As these new mods were obtained before official release, disregard any information on them as they may change when officially released.Auras are special Mods. They operate as normal mods except that they affect the entire Cell.
They can be fused to create a stronger effect card. Using Aura cards will add to your total mod capacity, unlike regular mods. Forma can be applied to the special Aura slot the same way you would polarize any other slot. When clicking on Polarize to open the menu the aura slot will be to the left of the warframe slots and outlined in gold.
Putting an Aura with the same polarity slot as your Aura slot will double the mod points given (point cost 5 Rifle Amp becomes 10 points added) and Auras of different polarity will decrease the amount of points you gain (you will still gain more points regardless). A maximum of 14 bonus mod points can be acquired from a like-polarity Aura, 7 points for no polarity, and 5 points for an unlike-polarity Aura.
You can add an Aura mod to your Warframe regardless of its rank, including unranked. This can help greatly when using a new frame, allowing you to use powers or other mods right away.
Aura Mod cards were converted from user's Artifacts as of Update 9, including more than one if the user obtained more than one before the update. Most can be obtained as alert mission rewards, although some newer ones (listed in description) can be found in the Orokin Void or the Orokin Derelict. Aura cards can be sold for 500 credits at their base values.
For a short time after Update 10.6 some aura could have been acquired via transmutation. This was due to a bug where all mods (including unreleased ones) became obtainable through transmutation. This has since been fixed
Please update for PS4 users below:
Aura Mod CardsEdit
Increases maximum health by 2.5% (15% at max level) for you and each member of your team. Can be stacked to increase effectiveness.
Reduces the overall speed, including attacks, by 5% (30% at max level) for all Infested enemies, and can be stacked to increase effectiveness for a maxreduction of 120% (although passive, reduces to about 24% of their original speed) Works only against Infested.
A single maxed Infested Impedance on your team is generally weak but sufficient.
Adds health regeneration of 0.1 (0.8 at max level) per second for everyone on your team. Can be stacked to increase effectiveness.
Adds energy regeneration of 0.1 (0.6 at max level) per second for everyone on your team. Can be stacked to increase effectiveness.
Causes enemies to be shown on the mini map for you and your team for 5 game meters each level (30 meters at max level). This does not replace the Enemy Sense, a mod that does the same effect but only affects you, whereas this affects everyone's map. Can be stacked to allow enemies to show up sooner on your mini map.
Reduces enemy shields by 3% (18% at max level). Can be stacked to increase effectiveness. This includes shield bonuses given from Shield Osprey.
Reduces enemy armor rating by 5% (30% at max level). Can be stacked to increase effectiveness but cannot reduce enemy armor more than 70%? (no one gives a clear answer).
Increases the chance for rifle ammo to drop by 25% (150% at max level) for you and each member of your team. Can be stacked to increase ammo recovery.
Increases the chance for shotgun ammo to drop from enemies and loot crates by 25% per level (150% at max level) for you and each member of your team. Can be stacked to increase ammo recovery.
Increases the chance for sniper ammo to drop from enemies and loot crates by 25% per level (150% at max level) for you and each member of your team. Can be stacked to increase ammo recovery.
Increases the chance for pistol ammo to drop from enemies and loot crates by 25% per level (150% at max level) for you and each member of your team. Can be stacked to increase ammo recovery.
Increases weapon holstering and unholstering speed by 20% per level (80% at max level) for you and each member of your team. Can be stacked for a maximum of 320% holster rate. (needs confirmation on stacking)
Increases Rifle damage by 4.5% (27% at max level) for you and each member of your team. Can be stacked to create a maximum of 108% damage.
Increases normal melee attack damage by 3% per rank, for a maximum of 18% at max rank. Stacks with other teamates using it for a maximum of 72% normal melee attack damage.
| Corrosive Projection • Enemy Radar • Energy Siphon • Infested Impedance|
Physique • Pistol Scavenger • Rejuvenation • Rifle Amp • Rifle Scavenger
Shield Disruption • Shotgun Scavenger • Sniper Scavenger • Speed Holster • Steel Charge