Shocking Speed, a Warframe Augment Mod for
Volt.
Warframe Augment Mods are special category of mods. When installed, Warframe Augments alter a Warframe's abilities or passives to perform additional effects, enhancing or modifying that power's utility. Each Warframe Augment modifies a single specific Warframe power, and can only be equipped on the Warframe that possesses that power.
Each Syndicate offers its own set of Warframe Augment Mods, conforming to their list of favored Warframes. Each Warframe is favored by two Syndicates, who may be allied, neutral, or even opposed. In addition, the Conclave offers any Warframe Augment Mod that is allowed in PvP, regardless of Warframe. Some of these Warframe Augment Mods can only be equipped in PvP, other Conclave Augments can be used in PvE (might have tweaked effects) and can also be bought with Cred in Nightwave. Like Weapon Augment Mods, Warframe Augments can be freely traded between players after purchase, regardless of Syndicate affiliation.
Warframe Augment Mods can be acquired by reaching the highest rank with a particular syndicate, with each mod costing 25,000 to purchase.
Lists of Augments[]
Augment Mods[]
The following Syndicates favor particular Warframes:
Conclave Augments[]
Notes[]
- Warframe Augment Mods can be used on Prime and Umbra versions of the Warframes where applicable.
- Only one augment of an ability can be equipped at a time. For example,
Loki's
Decoy can only equip one of the following:
Damage Decoy,
Deceptive Bond, or
Savior Decoy.
- Helminth abilities that possess an augment can be equipped when subsumed onto another Warframe. Likewise, augments related to the replaced ability can no longer be equipped. For example,
Shuriken is subsumed onto
Excalibur's
Slash Dash; Excalibur can now equip
Seeking Shuriken, but can no longer equip
Purging Slash or
Surging Dash.
- There are 3 groups of syndicates that each consist of syndicates that are all non-hostile towards each other, which means you can be boosting relations with all syndicates within a group in parallel without losing standing with any other syndicate within the group:
- Arbiters of Hexis, Cephalon Suda, Steel Meridian are all non-hostile towards each other.
- New Loka, The Perrin Sequence, Red Veil are all non-hostile towards each other.
- Red Veil, Steel Meridian is the smallest group, as each member is hostile to 2 different other syndicates.
- Further, each of the 2 bigger groups can be expanded by one additional syndicate that while cannot be farmed directly and will be hampered by 2 of the 3 core group members, nevertheless can be slowly farmed as an ally of 1 of the 3 core group members:
- New Loka, The Perrin Sequence, Red Veil adds Steel Meridian as a catching-up syndicate (indirectly farmable via Red Veil).
- Arbiters of Hexis, Cephalon Suda, Steel Meridian adds Red Veil as a catching-up syndicate (indirectly farmable via Steel Meridian).
Patch History[]
Update 27.4 (2020-05-01)
- Conclave Mods Converted to PVE
The following Conclave Mods have been converted/balanced to PvE Mods! If you already own these Mods they will automatically be available in your Arsenal. You can still obtain these Mods via Conclave, but will also be added to Nightwave Series 3: Glassmaker Cred Offerings.
Warframe PVP to PVE Mods (listed at max Rank):
- Rumbled (Atlas, Rumblers Augment): Atlas becomes a Rumbler with Rock Armor that can absorb up to 300% of max Health worth of Damage.
- Please note that this Augment did not convert correctly and we will be fixing it in a near Hotfix!
- Prism Guard (Mirage, Prism Augment): Prism follows above Mirage. Duration changed to 4s.
- Purifying Flames (Ember, Fire Blast Augment): Allies hit by the expanding ring of fire will be granted 4s of Status immunity.
- Power of Three (Ivara, Quiver Augment): Quiver fires three arrows and consumes 20 more Energy.
- Deceptive Bond (Loki, Decoy Augment): 50% of damage Loki takes is transferred to Decoy, and vice versa.
- Singularity (Nyx, Absorb Augment): Create a ring every 3s that drags in enemies at 15m/s.
- Recharge Barrier (Volt, Electric Shield Augment): Allies that pass through have 35% Shields restored.
- Purging Slash (Excalibur, Slash Dash Augment): Allies in the path of Slash Dash have 4 debuffs removed and 100% Shields restored.
Update 15.0 (2014-10-24)
- Introduced.
Last updated: Hotfix 29.0.5 (2020-08-28)
87 comments
Excal's augs should apply to Umbra
It does...
The Corroding Barrage augment listed here isn't accurate. It now is called Viral Tempest and has a 100% Viral Stack chance on the projectiles.
New Augments, ripped straight from the Echoes of Duviri update page.
Temporal Erosion (Protea - Temporal Anchor)While Temporal Anchor is active, each strike of Grenade Fan and Blaze Artillery strips 10% Armor from enemies.
Available in the Arbiters of Hexis and The Perrin Sequence offerings.
Shadow Haze (Sevagoth - Reap) Increase Critical Chance by 50% on enemies inflicted with Death Harvest. A new Shadow emerges from those enemies when they perish. Limit of 3 Shadows.
Available in The Perrin Sequence and Cephalon Suda offerings.
Ulfrun’s Endurance (Voruna - Ulfrun’s Descent) During Ulfrun’s attack, enemies that die from Bleed within 20m restores Voruna’s charges.
Available in the Red Veil and Steel Meridian offerings.
Intrepid Stand (Styanax - Final Stand) Each javelin that hits an enemy grants 60 Overguard to Styanax and 30 Overguard to his allies within Affinity Range.
Available in the New Loka and Arbiters of Hexis offerings.
Protea augment is great for high level SP, especially when it scales to a point where armor strip is a near-neccessity.
Or.... you could subsume a better strip over her 4. Like i do, and save the mod slot.
Time manipulation is cool but...
But then, no absolutely bonkers dmg nukes on her 4 because enemies got no armor lol
Calling her 4 a "bonkers damage nuke" seems like a massive lie ma dude. Probably because it would be a lie
I want some augments for Voruna.
Same bro
There is now, for her 4, while attacking, any enemy inside a 20m radius that dies of bleeding, restores a charge of her 4.
I made this comment before that was added. I use it now.
Where can i see which mods got a buff in the lasts updates?
https://forums.warframe.com/topic/1332235-update-3220-lua%E2%80%99s-prey/
Desiccation's Curse for inaros is not on this page
Still waiting for Sevagoth mods
Same...
Same......
Same.................
You got it now. Its insane.
Pls add the new gauss augment
Mesa's Muzzle Flash has the incorrect picture in the syndicate offerings table. Could someone familiar with the wiki update it?
Yareli needs augments
Not as much as Hydroid needs a complete re-do. Yareli is fine, y'all just salty DE went out and put Merulina as her ability (which admittedly sucks for both damage prevention and mobility). Other casters are similarly glassy.
Where xaku?
DE has this problem(s)
They dont understand weapons
Nor why people even in RL, use only certain ones.
Then there is this thing called health and Power supply. FEW have the ability to generate 1, let alone Both.
Then you get Frames that have Multiple abilities on 1 number. Why? even use Shift/CTRL to Shift them to another group, you cant.
They declare there is no lelveling for the frames, but there has to be. Besides leveling SOME of the weapons according to the AI.
New vs old frames. Fix and forget. Love that idea. But there are allot of older frames that are great, IF' they had that ability that levels their abilities WITH the level.
Dude no, Yareli is not good, and nobody is "salty" that she has a skateboard. People are salty because she was released as a total garbage frame and all good suggestions on changes were ignored.
Xaku is such a good design, that it doesn't need any augments... or maybe DE is just lazy
True
Pls DE bless us with some Lavos augments
Its time
Sevagoth needs some Augments
I want Xaku Augment Mods
Me too bruh
Yeah i know right
The Image for Venom Dose is not correct, it states that toxin is added but it is corrosive
I want Xaku Augment Mods
Gauss augment is available from Perrin.
Fixed, thanks.
The list of exclusive mods is wrong. Arbiters of Hexas has Wukong's mods. Haven't checked the others yet.
I wonder if Wisp will get augments at some point. Not sure what they would be, but I'd like to see what they can think of. Any ideas?
Best augment for Wisp will be a wallthrough for his 2, maybe a fourth variety for his 1 (or extra effects for the three existent), or simply dmg/rng for his 3 and 4
PS: Sorry my english... not native
Wisp's 4 is probably her weakest skill, it is a massive drain on energy that severely hinders her movement with very little in the way of payoff when she was already dealing plenty damage with her 3, specially as Wisp builds tend to sacrifice Efficiency to maximize Strength, so an augment for that would be interesting, even if I personally have no clue what it would be.
Otherwise... Wisp is already powerful enough as is...
She's about to get a cool augment in the next update
is gauss ever gonna get an augment
I wish if he ever had its reverse flash augment xD
The 'Notes' syndicate combinations need to be ellaborated on. With not much effort you will end up with 4 synicated ranked 5 (highest rank) and 2 syndicates -2 (lowest rank) The Key is the Steel Meridian and Red Veil syndiactes. As they are the only two syndicates that have both their Opposed and Enemy in the same faction you are determining which of the 6 you will not be ranking from the start,
The list should be:
Red Veil, New Loka, Steel Meridian, and Perrin Sequence. or, instead Steel Meridian, Cephelon Suda, Red Veil, and Arbiters of Hexis
In both case you will have Steel Meridian and Red Veil.This would be the widest range of mods and syndicate missions (12 a day)
If you chose to rank up both Steel Meridian and Red Veil, Your standing with every other syndicate will go down, causing them to be their own faction.
Copied over content from Syndicate page to address this.