Succeeded by
Aura since Update 9.0

Artifacts are the remnants of lost Orokin technology. They are highly sought after by all three factions for their impressive potential to turn the tide of battle. They grant passive benefits such as health regeneration or extra ammo.

The frame around the artifact symbolizes its rarity and a number of lines or Roman numerals in the top right corner of each Artifact corresponds to these rarity groups: rare artifacts are bordered gold with the roman numeral I, uncommon bordered silver with the roman numeral II, and common bordered bronze with the roman numeral III.

Receiving duplicates of the same artifact has no current benefit.


Artifacts may be rewarded through the completion of alerts. An artifact can only be received in this way if the alert indicated that there was a random reward available. Artifacts can also be obtained through the daily Login Rewards.


To equip an artifact:

  1. Select profile by clicking in the upper left of the main screen.
  2. Select the "DECK" button.
  3. Select an artifact.

These artifacts can also be displayed by clicking the artifact equipped on the Select Mission screen located directly underneath the Planet information. Clicking on an artifact will select it as the one to use. Only one artifact can be equipped at a time. Artifacts bonuses' apply to all cell members, and their effects usually stack when multiple members using the same type of artifact.

List of Artifacts

Name Card Description Effect
Mod TT 20px.pngEnemy Radar Enemies appear on Mini-map. Enemies in a certain area appear on the mini-map as red dots. Can be stacked with the mod Mod TT 20px.pngEnemy Sense and with more Enemy Radar artifacts.
Mod TT 20px.pngEnergy Siphon Warframe energy regenerates. Regenerates energy of all team members at a rate of 1 energy every 2 seconds. Duplicate Energy Siphons increase regen rate.
Mod TT 20px.pngPhysique Maximum health increased. Increases maximum health of all team members by 5% of their total health.
Mod TT 20px.pngPistol Scavenger Increased Pistol Ammo recovery. Enemies/crates/containers/corpses drop more pistol ammo.
Mod TT 20px.pngRejuvenation Team health regenerates. Regenerates health of all team members at a rate of 1 health every 2 seconds. Must take no health damage for 10 seconds for regeneration to begin.
Mod TT 20px.pngInfested Impedance Reduces speed of Infested enemies
Mod TT 20px.pngRifle Amp Rifle damage increased. Increases the damage dealt with all primary weapons and types.
Mod TT 20px.pngRifle Scavenger Increased Rifle Ammo recovery. Enemies/crates/containers/corpses drop more rifle ammo.
Mod TT 20px.pngShotgun Scavenger Increased Shotgun Ammo recovery. Enemies/crates/containers/corpses drop more shotgun ammo.
Mod TT 20px.pngSniper Scavenger Increased Sniper Ammo recovery. Enemies/crates/containers/corpses drop more sniper ammo.
Mod TT 20px.pngSteel Charge Melee weapon damage increased. Increases the damage you deal with melee weapons by 10%, but not the charged attack.
Mod TT 20px.pngCorrosive Projection Enemy armor reduced
Mod TT 20px.pngShield Disruption Enemy shields reduced


Corrosive Projection

Old Mechanics:

It's currently bugged (very likely) so that it counts twice for the players in the lobby before mission starts, then once for the players that join directly into the mission. It stacks multiplicatively.


• 1 player in the lobby, 3 join directly into the game: 200 armor * 0.95^5

• 2 players in the lobby, 2 join directly into the game: 200 armor * 0.95^6

• 3 players in the lobby, 1 joins directly into the game: 200 armor * 0.95^7

• 4 players in the lobby: 200 armor * 0.95^8

That is: armour * 0.95^(2n+m) Where n is the number of players in the mission lobby before it starts and m is the number of players that join after it starts.

According to this, maximum damage gain with 4 players having it in mission lobby is 50.73%. For pugs this would most likely be 29.24% (1 in lobby, 3 join after).

Here's a graph with armour on X axis and damage multiplier on Y axis: graph

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