Mod (2024)

Preceded by
Mods 1.0 since Update 7.0 (2013-03-18)

Your collection of mods is impressive, Operator... But, I wonder if there are more to be had?

Mods, short for Modifications[1][2] or Modules, are the upgrade system in WARFRAME in the form of special cards that can be equipped on Warframes, weapons, companions, and vehicles to enhance damage, power, survivability, speed, mobility, precepts, and utility.

The Mods system is accessible after the completion of "Liberate the imprisoned arms dealer" tutorial mission from the Vor's Prize Quest, by installing the Mods Segment reward from said mission onto the Orbiter, which will permanently unlock the Mods system for use via the Arsenal ("Upgrade").

From the Arsenal, you can install mods on your equipment, but they are limited by the equipment's mod capacity that depends on the level of the equipment. Any mod can be installed/removed freely and can be applied to several equipment at the same time. You can also upgrade your mods by using Mod (1)Endo and Mod (2)Credits through the process of Fusion.

Contents

  • 1 Acquisition
  • 2 Attributes
    • 2.1 Item Compatibility
    • 2.2 Hidden Attributes
  • 3 Interaction
    • 3.1 Installation
    • 3.2 Fusion
    • 3.3 Transmutation
    • 3.4 Selling
    • 3.5 Dissolution
  • 4 Standard Mods and Variants
  • 5 Nonstandard Mods
  • 6 Special Slot Mods
  • 7 Unique Mods
  • 8 Notes
  • 9 Trivia
  • 10 Media
    • 10.1 Mod Components
  • 11 References
  • 12 Patch History

Acquisition[]

Attributes[]

Mod (13)

Mods have several attributes:

  1. Name & Effect: The name of the mod and what it changes when installed. The name includes an identifier of the variant (The descriptors "Flawed", "Primed", and "Amalgam"), or set ("Umbral" in the right image), if applicable.
  2. Item Compatibility: What the mod can be equipped on and if it's part of a Mod Set. Individual mods are equippable either on any of a more general type of equipment (e.g. “MELEE”), or only on one of a subtype, (e.g. “SWORDS”), or only on a single piece of equipment and its closest variants (e.g. “SKANA”), or only exclusively on one specific variant (e.g. “BURSTON PRIME”).
  3. Special Indicator: Symbols that denote if the mod is an Aura, Stance, Exilus, Riven or part of a Set.
  4. Drain & Polarity: The number is the amount of Capacity points a mod uses up when installed ("drain", except Aura/Stance mods that "provide" Capacity points instead). The symbol denotes Polarity (described further below).
  5. Rank: The upgrade level of the mod, ranging from rank 0 to Maximum Rank, which varies according to mod, the highest being 10. When the level of a mod is greater than zero, it is indicated by blue pips on the bottom of the card. (A small black hexagon appears above the rank pips on mods that are slotted – not visible in the right image.)
  6. Stack/Quantity: The quantity of a mod of the same rank that you own.
  7. Rarity: Determines the order of appearance of mods when sorted by rarity in the mod inventory view, and will also be printed in the trading confirmation prefixing mod's rank (e.g. “RARE RANK 5” or “REQUIEM RANK 0”). Mods vary in 9 tiers of rarity, with higher tier rarity mods displayed earlier (more to the left) in the sorting order.
  • For mods of the lowest 4 tiers (Common-Legendary), their rarity defines both increasing with rarity applicable fusion costs and trading taxes (being highest for Legendary out of all mods in game), while the 5 highest tiers (Riven-Requiem) share these with Rare mods (except Peculiar - sharing with Uncommon instead).
  • Most mods of the lowest 5 tiers have an increasing number of pips at the top of their mod cards (except mods that are part of a Set - such as the image to the right - displaying the Set emblem in place of pips). In the order of increasing rarity these are:

Mod (14)

♦ Common
Bronze

Mod (15)

♦♦ Uncommon
Silver

Mod (16)

♦♦♦ Rare
Gold

Mod (17)

♦♦♦♦ Legendary
Platinum

Mod (18)

♦♦♦♦♦ Riven
Crystal

Mod (19)

♦♦♦♦♦ Archon
Narmer

The other tiers do not have rarity pips displayed on their mod cards, and instead may be distinguished by a unique material on their mod cards. In the order of increasing rarity these are:

Mod (20)

Peculiar
Smoke

Mod (21)

Amalgam
Sentient

Mod (22)

Galvanized
Metallic

Mod (23)

Requiem
Obsidian

Plexus mods have a unique styling mimicking the Railjack aesthetic:

Item Compatibility[]

Item Compatibility Hierarchy For Weapons
Weapon SlotPrimarySecondaryMeleeArchgunArchmeleeRoboticExalted WeaponParazon
Weapon ClassRifleShotgunPistolAssault SawGlaive/Thrown MeleeSee Melee for full listDepends on weaponDepends on weapon
Assault RifleBowSniperPistolThrownTome
Assault RifleLauncherCrossbowLong Bow
LauncherSpeargun
Weapon Familye.g. Bratone.g. Ogrise.g. Ferroxe.g. Zhugee.g. Parise.g. Vectise.g. Strune.g. Latoe.g. Kunaie.g. Grimoiree.g. Ghoulsawe.g. Glaivee.g. Imperatore.g. Verituxe.g. Sweepere.g. Exalted Blade
Specific Weapon ExamplesMod (28)BratonMod (29)BratonPrimeMod (30)BratonVandalMod (31)Ogris + variantsMod (32)Ferrox + variantsMod (33)Zhuge + variantsMod (34)Paris + variantsMod (35)Vectis + variantsMod (36)Strun + variantsMod (37)Lato + variantsMod (38)Kunai + variantsMod (39)Grimoire + variantsMod (40)Ghoulsaw + variantsMod (41)Glaive + variantsMod (42)Imperator + variantsMod (43)Veritux + variantsMod (44)Sweeper + variantsMod (45)ExaltedBlade + variants
Item Compatibility Hierarchy For Companions
Companion
BeastRobotic
KubrowKavatHoundMoaSentinel
KubrowHelminth ChargerPredasiteKavatVulpaphyla
e.g. Mod (46)ChesaKubrowe.g. Mod (47)HelminthChargere.g. Mod (48)MedjayPredasitee.g. Mod (49)AdarzaKavate.g. Mod (50)CrescentVulpaphylae.g. Mod (51)BhairaHounde.g. Mod (52)LambeoMoae.g. Mod (53)Taxon

Hidden Attributes[]

Interaction[]

Multiple specialized UI environments exist to facilitate players' various interactions with mods:

  • Arsenal (used for installing all mods, except for Railjack mods)
  • Plexus (used for installing Railjack mods)
  • Mods Console (used for managing owned mods through Mod Actions: "Fusion", "Transmute", "Sell", and "Dissolve")
  • Codex (used for obtaining knowledge on all existing mods, and ways to acquire them)
  • Trade screen (used for exchanges with other players involving mods)

Introduced in Update 12.0 (2014-02-05), mods of the same type and fusion level are placed into an item stack, with a number on the top left showing how many of that item is available. This process is essential in reducing clutter and is also used to ease the process of selling or dissolving mods.

Installation[]

Once the Mods system has been unlocked, mods can be installed by visiting the Arsenal on your Orbiter, selecting the desired Mod destination (e.g. Warframe, Weapon), and then clicking on the UPGRADE  button. Afterward either click on ACTIONS  > APPLY AUTO INSTALLATION , or simply drag a mod from the collection and drop it on a Mod slot. Mod installation and removal is instant and free.

Mods are placed in Mod Slots (commonly referred to as "slots"), arrayed in a rectangular grid. In addition to these general slots, which are compatible with the vast majority of mods, some types of equipment have special slots, which are only compatible with a corresponding class of mods.

Mod priority order
(for Companion Precepts and Elemental Damage mods)
1234
5678

The number and type of slots an item will have depends on the type of equipment:

  • Warframes have 8 general slots, an Exilus slot, and an Aura slot.
  • Primary and secondary weapons have 8 general slots and an Exilus slot.
  • Melee weapons have 8 general slots, an Exilus slot, and a Stance slot.
  • Archguns, Archmelees, and Companion weapons have 8 general slots.
  • Exalted weapons have 8 general slots; Melee Exalted weapons also have a Stance slot, but it's permanently occupied by an Ability-related Stance, and can't be interacted with.
  • Companions have 10 general slots.
  • Archwings and K-Drives have 8 general slots.
  • Necramechs have 12 general slots.
  • Plexus (the Railjack modding system) has 8 general slots and an Aura slot on one grid (Integrated), and 3 special slots on each of the other two grids (Battle and Tactical).

Items have a limited Mod Capacity, that correlates to their Rank. The maximum rank is normally 30, but for some items it is 40. Warframes/Companions/Archwings/K-Drives/Necramechs and Weapons can be supercharged with an Orokin Reactor or Orokin Catalyst respectively, which doubles the available Mod capacity. Mod Capacity functions as a limit to what mods can be equipped depending on their drain. Mods can have a drain of 0 to as high as 20 depending on the mod and what rank it is. Items also have a minimum mod capacity, which adds mod points onto items that are a lower rank than a player's current Mastery Rank. The amount of minimum mod capacity is equal to the player's mastery rank.

If the Mod Capacity drain is less or equal to the item’s remaining Mod Capacity it will install and Mod Capacity will be deducted.

Mod drain is modified by Polarity:

  • Matching polarity reduces drain by half, rounded up: (e.g. Mod (126)Serration costs 14, but dropped into a Mod (127)Madurai polarized slot costs only 7)
  • Non-matching polarity increases drain by a quarter, rounded mathematically: drain of 0-1 will increase by 0, drain of 2-5 by 1, drain of 6-9 by 2, drain of 10-13 by 3, drain 14-16 by 4, etc.

Aura and Stance mods increase Mod Capacity rather than drain it.

  • Polarity affects the amount of bonus Capacity that is provided: matching polarity doubles it, while non-matching polarity reduces it by 25%, rounded mathematically.

The Railjack analogue of the Arsenal is the Plexus, also located in the Orbiter, and accessible from a Dry Dock.

Fusion[]

Main article: Fusion

Mods can have their overall power increased by the process called Fusion. Fusing a mod with Endo increases the rank, and thereby overall power, of the mod. While the base amount of Endo required to level up from rank 0 to rank 1 is determined by Mods' rarity, each subsequent rank-up requires twice the Endo amounts from the previous rank-up (e.g. Leveling a common mod from rank 0 to rank 1 requires 10 Endo, from rank 1 to rank 2 requires 20, from rank 2 to rank 3 require 40, and so forth).

Transmutation[]

Main article: Transmutation

Transmutation is one of the ways of acquiring mods. Choosing this Mod Action, players can sacrifice four selected unranked mods to generate a random mod from a list of mods that can be acquired in this way. Alternatively, three selected mods and one Mod (128)TransmutationCore can be used to guarantee a random mod of a specific polarity. Transmutation of Riven Mods requires a Riven Transmuter. Mods that cannot be acquired by transmutation are conventionally called untransmutable mods.

Selling[]

Choosing this Mod Action, a player can convert a mod into an amount of Mod (129)Credits equal to 75% of the Credits invested in the mod[3]. Any selection of single mods and/or stacks of mods can be sold, and players are prompted to review and confirm the action after clicking "Sell" (after a mod has been "sold" this way, it isn't physically found anywhere – it has been eliminated). Notably, Riven Mods cannot be sold.

View Selling Prices Per Mod in Mod (130) Credits List

RarityRank 0Rank 1Rank 2Rank 3Rank 4Rank 5Rank 6Rank 7Rank 8Rank 9Rank 10
Common2005621,2872,7365,63411,43023,02246,20692,574185,310370,782
Uncommon/
Peculiar
5001,2252,6745,57211,36822,96046,14492,512185,248370,720741,664
Rare/
Amalgam
1,0002,0874,2608,60717,30134,68969,465139,017278,121556,3291,112,745
Legendary3,0004,4497,34713,14324,73547,91994,287187,023372,495743,4391,485,327
Requiem25,000
(0 charges)
33,333
(1 charge)
41,666
(2 charges)
50,000
(3 charges)

Dissolution[]

Choosing this Mod Action, a player can convert a mod into a set amount of Endo, equal to 75% of the Endo invested in the mod[3]. Riven mods have a special calculation (see the table below). Any selection of single mods and/or stacks of mods can be sold, and players are prompted to review and confirm the action after clicking "Dissolve".

View Selling Prices Per Mod in Mod (131) Endo List

RarityRank 0Rank 1Rank 2Rank 3Rank 4Rank 5Rank 6Rank 7Rank 8Rank 9Rank 10
Bronze/
Common
513285811823847895819183,8387,678
Silver/
Uncommon/
Peculiar
1025551152354759551,9153,8357,67515,355
Golden/
Rare/
Amalgam
1538831733537131,4332,872.55,75311,51323,033
Platinum/
Legendary
20501102304709501,9103,8307,67015,35030,710
Requiem500
(0 charges)
667
(1 charge)
833
(2 charges)
1000
(3 charges)

Standard Mods and Variants[]

For information on calculating bonuses from mods, see Calculating Bonuses.

Standard mods (or single-stat mods) are the basic class of mods: all the mods that provide a straightforward bonus to a single stat. In each item category, each base stat only corresponds to one standard mod. At times, changes to game mechanics have included total redesigns of some mods to become a different single-stat mod or dual-stat mods (e.g. Mod (132)Quickening), but these are still essentially standard mods. Standard mods are generally equipped in one of the main slots, but some are Exilus mods.

A standard mod may come in six variants: Normal, Flawed, Primed, Umbra, Amalgam, Galvanized, and Archon. In addition to being eligible for these variants, standard mods may also have a unique variant.

Rarity only somewhat corresponds to classes of mods: some standard mods are Rare, and some nonstandard mods are Common.

Players cannot install duplicate mods onto a single piece of equipment. Likewise, different variants of the same mod cannot be equipped together. For example, a given pistol can only accept one Mod (133)HornetStrike mod at a time, and Mod (134)Flow, Mod (135)PrimedFlow andMod (136)ArchonFlow can't be installed together on a single Warframe.

VariantDescriptionExample
NormalNormal mods are mods that lack a property that would distinguish them as Flawed/Primed/Amalgam/Galvanized. This is the base variant and has a generic appearance.

Normal standard mods generally drop from regular enemies, and are the most easily obtainable mods. They are transmutable, sellable and tradeable.

Mod (137)Serration
Flawed
Main article: Flawed Mods

Flawed mods are an inferior variant of standard mods. They have a maximum rank of 3, and provide an overall reduced effect. They are automatically picked up during the course of the Vor's Prize quest. Flawed mods are untransmutable and untradeable. The quest in which are they are obtained is not replayable, so there is no way to gain additional Flawed mods subsequent to it. Visually, Flawed mods have a cracked image.

Mod (138)FlawedSerration
Primed
Main article: Category:Primed Mods

Primed mods are a superior variant of mods, that have had their maximum rank increased to 10. Most Primed mods can be obtained from Baro Ki'Teer, but four Primed mods, Mod (139)PrimedFury, Mod (140)PrimedVigor, Mod (141)PrimedShred, and Mod (142)PrimedSureFooted are only obtained from 200/400/600/900 Daily Tributes and cannot be traded with players. All Primed mods are of the Legendary rarity, and they are untransmutable.

Mod (143)PrimedContinuity
Umbra
Main article: Umbra Mod

Umbra mods are a class of Legendary mods, that feature the properties of both Primed mods and Set Mods. All are a superior variant of a standard mod, while also possessing a second stat that grants enhanced effectiveness when fighting Sentient enemies. They are divided in sets, but the Set Bonus of each set is the same: an increase of each mod's bonuses. Umbra mods are acquired through the The Sacrifice Quest (and can thereafter be reacquired via Cephalon Simaris). They are untransmutable and untradeable. All Umbra mods have the exclusive Mod (144)Umbra polarity that can only be applied with an Umbra Forma. Visually, Umbra mods are Legendary mods with a set indicator.

Mod (145)SacrificialPressure
Amalgam
Main article: Category:Amalgam Mods

Amalgam mods can be either slightly inferior or superior variants, and come with certain additional properties. Some sacrifice a small amount of their main bonus to provide a small bonus to another stat of an altogether different item. Others are weapon-specific, and are actually superior variants, while still having a second stat. The latter also usually have a third stat, generally understood as a novelty/utility feature (e.g. extra gore). Amalgam mods do not have a formal Rarity tier, but yield the same amount of Credits and Endo when sold and dissolved, respectively, as Rare mods. They are untransmutable and untradeable. Thematically, they are amalgamations of two existing mods (so for example, Mod (146)AmalgamSerration can be seen as a combination of Mod (147)Serration and Mod (148)Rush). These mods have a distinct Sentient-influenced visual styling.

Mod (149)AmalgamSerration
Galvanized
Main article: Category:Galvanized Mods

Galvanized mods have slightly inferior base stats than their original counterpart, but in turn have stacking buffs from killing enemies that make them a superior variant to standard mods. Their maximum ranks are increased to 10. Galvanized mods do not have a formal Rarity tier, but yield the same amount of Credits and Endo when sold and dissolved, respectively, as Rare mods. Galvanized mods are purchased from the Arbitrations vendor for 20 Vitus Essence each.

Mod (150)GalvanizedDiffusion
Archon
Main article: Category:Archon Mods

Introduced in Veilbreaker, Archon mods are a special variant of Warframe mods that trigger special effects upon using Warframe Abilities that satisfy conditions such as killing an enemy with a particular element, causing an elemental proc, or healing. All currently existing Archon mods have a max rank of 10 and have rank up costs similar to Legendary mods. Archon mods are purchased using Stock from Chipper upon reaching Rank 3 (Fort) with Kahl's Garrison.

Mod (151)ArchonStretch

Nonstandard Mods[]

Nonstandard mods are all the other mods that provide bonuses to either the same stats as the standard mods or to certain other stats, or modify equipment in specific ways. They come in different classes and have a more varied design. Nonstandard mods stack with other mods providing the same type of bonus (certain exceptions exist). Therefore, Mod (152)Vitality (a standard Health mod) stacks with Mod (153)Vigor (a Nightmare mod, providing both a Health and Shield bonus). They generally do not have variants (a small number of Primed Nightmare mods are one exception).

VariantDescriptionExample
Nightmare
Main article: Category:Nightmare Mode Mods

Nightmare Mode Mods (commonly called Nightmare mods) are a class of Rare dual-stat mods – they provide a bonus to two different stats for the same item. They can be acquired through completing missions in the Nightmare Mode. Nightmare mods are untransmutable. Visually, they do not have a clearly distinguishing mark.

Mod (154)Shred
Corrupted
Main article: Category:Corrupted Mods

Corrupted mods are a class of Rare mods that affect one stat positively and another negatively. Those available for warframes are characterized by extremely high bonuses balanced by major penalties. Those available for weapons provide bonuses of a similar strength to their standard mod analogues, while still also having a penalty. Corrupted mods can be obtained from the Orokin Derelict, using special Dragon Keys to unlock vaults located within. They are untransmutable. Visually, they do not have a clearly distinguishing mark.

  • Corrupted mods that provide a bonus to Critical Chance (e.g. Mod (155)CriticalDelay) are a notable exception to the general pattern of nonstandard mods in that they can't be stacked with their standard analogues.
Mod (156)FleetingExpertise
Conditional
Main article: Category:Acolyte Mods (a subset of conditional mods)

Conditional mods are mods that require some condition to be met during combat in order for their effect to activate. A large subset of these mods are called Acolyte mods, and these now drop in Deimos bounties; others are dropped in the same manner as standard mods (notably, Mod (157)ConditionOverload). Acolyte mods are untransmutable, and the remainder may or may not be. Visually, they do not have a clearly distinguishing mark.

  • Mod (158)SplitFlights (a conditional Multishot mod for Bows) and Mod (159)SplitChamber being mutually exclusive is another notable exception to the general pattern of nonstandard mods' ability to be stacked with standard mods.
  • As a potent illustration of the difference between standard and non-standard mods, Mod (160)ChargedChamber and Mod (161)PrimedChamber (note that it is not a Primed mod; "Primed" here simply refers to priming such as that of an explosive charge) two conditional Sniper mods, the latter ostensibly a superior variant of the former, are in fact stackable – following the general pattern of nonstandard mods providing the same type of bonus not being mutually exclusive.

Many Set mods and some Augments (e.g. Mod (162)Hata-Satya) also have a conditional effect.

Mod (163)ArgonScope
Augment
Main article: Warframe Augment Mods
Main article: Weapon Augments

Augment mods (commonly called Augments) provide augmentation to a specific Warframe or weapon. On warframes, they alter abilities or passives. On weapons, they provide straight up bonuses, sometimes superior to standard mods (e.g. Mod (164)ScatteredJustice). Most can be obtained as Syndicate Offerings, but a significant number is obtained elsewhere (for example, some are Executioner Mods). They are untransmutable. Augments granting Syndicate effects are overlaid with their Syndicate logo.

  • Different Augments affecting the same ability or passive cannot be equipped together (e.g. Mod (165)Aviator with Mod (166)IroncladFlight on Mod (167)Titania).
  • Single-weapon Amalgam mods (e.g. Amalgam Ripkas True Steel) should not be confused with Augments. Augments stack with standard mods (therefore augmenting that which is standardly available), while Amalgam mods do not, as they are the standard mods themselves, in that particular variant.
Mod (168)SmokeShadow
Riven
Main article: Riven Mods

Riven Mods provide randomized bonuses to a specific weapon: up to three bonuses, and a penalty. The bonuses on Rivens tend to be based around standard mods (normal or primed), and these base bonuses are modified by a stat individual to each weapon called disposition. When acquired, Riven Mods come in a veiled form which supplies no stats and must have a challenge completed in order to unveil it. They are transmutable using a Riven Transmuter, and transmutation produces a veiled Riven. The only way to obtain unveiled Riven Mods directly is by trading with players. Riven mods are purple.

Mod (169)
Set
Main article: Set Mods

Set Mods are a class of Mods that offer increasing bonuses when one or more mods in a set are equipped together in a current loadout. Each mod of a set, apart from it's individual effects, also provides a second Set Bonus effect shared between all the mods in the set, that becomes stronger the more of the set's mods are installed. Many set mods have conditional effects, and some even figure as dual-stat conditional mods (e.g. Mod (170)MotusSetup). Set mods are untransmutable. They are distinguishable by their shared set prefix (e.g. Augur, Gladiator, Vigilante, etc.) and icon on top of their card.

Mod (171)AugurSecrets

Special Slot Mods[]

The following types of mods have a special, dedicated slot.

VariantDescriptionExample
Aura
Main article: Aura

Aura Mods are Warframe mods that benefit the entire Squad and also increase the player's Warframe total mod capacity. They can only be equipped in the dedicated Aura slot and only one Aura can be equipped to a Warframe. They can normally be obtained from Nightwave Cred offerings, but some drop from The Silver Grove specters and Nox. They are untransmutable.

Mod (172)EnergySiphon
Stance
Main article: Stance

Stance mods are special mods for Melee Weapons. They increase the player's melee weapon mod capacity and unlock unique attack combos. They can only be equipped in the dedicated Stance slot for a specific weapon type and only one Stance can be equipped to a melee weapon. Most Stance mods are transmutable.

Mod (173)CrimsonDervish
Exilus
Main article: Category:Exilus Mods (Warframes)
Main article: Category:Exilus Weapon Mods

Exilus Mods are utility or mobility-based mods that can be equipped in the Exilus slot, or if the player chooses, in a general slot. The Exilus slot is present on all Warframes and primary and secondary weapons; on Warframes, it must be unlocked with an Exilus Adapter, and on weapons, it must be unlocked with an Exilus Weapon Adapter.

Some Exilus mods exist as typical standard mods, e.g. Mod (174)SureFooted and Mod (175)PrimedSureFooted.

Some Exilus mods exist as somewhat atypical, but also essentially standard, mods:

Many Exilus mods are nonstandard mods, such as the the dual-stat "Drift" mods.

  • Consistent with standard and nonstandard mods being able to stack, Mod (186)Mobilize stacks with Mod (187)StealthDrift.

Exilus mods have the Exilus mark near the top.

Mod (188)BatteringManeuver
Peculiar
Main article: Category:Peculiar Mods

Peculiar Mods are a subtype of Exilus mods. They do not offer any mechanical effects at all, instead only causing bizarre cosmetic effects. These mods, despite offering no real benefit to their users, are some of the rarest and most difficult to obtain artifacts in the system. They have a distinct smoky appearance.

Mod (189)PeculiarBloom

Unique Mods[]

Mods that do not fit in the above categories:

VariantDescriptionExample
Precepts
Main article: Category:Penjaga_Mods

Precepts are mods which alter the behavior of a Companion, and are effectively the companion's "abilities". Every Companion has their own specific precepts. However, there are precepts that are universal within a class of companions. Upon acquiring a companion, the user is automatically granted some or all of the respective specific precept mods.

Mod (190)

Precepts have "informally" designated slots by virtue of having the Mod (191) Penjaga polarity, exclusive to them, and there being four matching-polarity slots on every companion. Since these are still general mod slots, the player can alter this setup in any number of ways, and Precepts can be installed in other slots as well. Companions will use their precepts in a prioritized order, where the top left slot is the highest priority and the bottom right slot is the lowest.

Players may not trade away / sell / dissolve a precept if it's their only copy of the mod.

Visually, Precepts do not have a clearly distinguishing mark (but can be identified in a glance by their polarity).

Mod (192)Charm
Parazon
Main article: Category:Parazon Mods
Main article: Requiem Mods (subset of Parazon Mods)

Parazon mods may only be equipped on the Parazon and grant effects which are tied to the Mercy mechanic and hacking. A type of Parazon mods are Requiem mods, which are used to defeat a Kuva Lich.

Mod (193)Intruder
Railjack/Plexus
Main article: Plexus

Railjack Mods (also called Plexus Mods) are applied to the Railjack-modding platfrom called Plexus. They are divided into three categories: Integrated, Battle, Tactical, each category being compatible with the respective mod grid within the Plexus. Integrated mods provide stat bonuses to the Railjack and it's Armaments, and include Railjack Aura mods. Battle Mods provide the Railjack with energy-based abilities, while Tactical Mods provide the Railjack with cooldown-based abilities. Mods in the latter two categories do not drain capacity, but are further divided into Defensive, Offensive, and Super subcategories, each corresponding to a single special slot. They drop in Empyrean missions, and are untransmutable. Visually, Railjack Mods can be identified by their molded alloy trim.

Mod (194)CrimsonFugue
Conclave
Main article: Category:PvP Mods

Conclave Mods can be mainly acquired from the Conclave Syndicate, where they originated from. Some of them can also be used in PvE (possibly with altered stats or effects) and can be obtained through Nightwave Cred offerings, while others are dropped by Sentients.

Mod (195)TearGas

Notes[]

  • Despite most succinctly described as "upgrades", Mods are not the only upgrades; in tandem with Mods, a few other forms of upgrades exist: Arcane Enhancements (another type of extrinsic upgrades, not too dissimilar from Mods), Arcane Helmets (a legacy alternative to an Arcane Enhancement), Valence Fusion (a way to upgrade base stats of certain items), Focus, and Intrinsics (permanent intrinsic upgrades to the Operator and the Railjack, respectively; they also affect certain other equipment, to a lesser degree).
  • For mods increasing shield, health, or energy, bonuses are calculated from a warframe's base value and stack additively with the Rank Bonuses. This prevents exponential increases with the passive leveling bonuses introduced in Update 7.6 (2013-04-01).
  • Mods dropped on the ground will display a visual effect where white specks of energy converge on its position, making the mod more visible. If two or more players are in a mission, this visual effect will remain in place as long as any player has not collected the mod, and will only disappear if all players have picked up the mod. The visual effect itself can be marked using a waypoint to inform other players where the mod is, even if the player placing the waypoint has already picked up the mod. Waypointing a mod will also display its name even if a player hasn't picked it up.
    • Rare mods project a stronger, yellow-gold effect with a clear column of golden energy projecting into the air. Similarly, the orbs for components and blueprints dropped by special enemies create a distinctive purple energy column. Mods dropped by enemies in Rathuum and The Index display a projection of red energy.
  • Although thematically anachronistic (since they do not drop from Acolytes anymore), the designation of certain mods as Acolyte mods is not entirely obsolete insofar Exalted Weapons cannot receive Acolyte Mods, while they can generally receive other conditional mods.
    • Further distinguishing Acolyte mods as a formal class of mods, there is a single non-conditional Acolyte mod: Mod (196)BodyCount; it also cannot be slotted in Exalted Weapons.

Trivia[]

  • There are around 1336 mods existing in the game including Flawed variants but excluding unveiled Riven Mods. This count includes:
  • Some older mods still use legacy images that no longer apply to the current build of the game, usually by enemies that no longer wield those weapons.
  • Stat values displayed on a mod card are sometimes rounded to the nearest tenth place. This is rarely seen in mods like Mod (203)Reach and Mod (204)PrimedReach when the maximum effect number is not divisible by the number of mod ranks.
    • However, duration values are rounded to the nearest integer. This is seen in mods such as Mod (205)TripleTap where a temporary buff is applied after meeting certain conditions.
  • Prior to Update: The Silver Grove (2016-08-19), all mods and equipment had a special Conclave Score to limit loadout configurations by having more powerful mods have a higher Conclave Score. Since the rework to Conclave in Update 16.0 (2015-03-19), this feature had no use. It has since been removed from every equipment and mod.
  • After Update 16.0 (2015-03-19), when Mod (206)Cold based mods like Mod (207)CryoRounds increased their mod drain to 11, up from 9, builds who had those mods equipped and had 0 remaining mod capacity will show a negative capacity, such as -1 as it flashes red. Players are allowed to keep these builds as is, but removing any of the mods will correct the issue and not allow the player to replace the mod again.

Media[]

Mod (208)

Warframe Tutorial - Mods

Mod (209)

Warframe Deconstructed- Ep.2- Mods

Mod Components[]

Mod (210)

Common Plexus Mod Bottom Border

Mod (211)

Rare Plexus Mod Bottom Border

Mod (212)

Uncommon Plexus Mod Bottom Border

Mod (213)

Common Plexus Mod Top Border

Mod (214)

Rare Plexus Mod Top Border

Mod (215)

Uncommon Plexus Mod Top Border

Mod (216)

Common Mod Background

Mod (217)

Common Mod Corner Light

Mod (218)

Common Mod Bottom Border

Mod (219)

Common Mod Top Border

Mod (220)

Common Mod Type Tab

Mod (221)

Common Mod Side Light

Mod (222)

Common Mod Rank/Polarity Backer

Mod (223)

Galvanized Mod Background

Mod (224)

Galvanized Mod Corner Light

Mod (225)

Galvanized Mod Bottom Border

Mod (226)

Galvanized Mod Top Border

Mod (227)

Galvanized Mod Side Light

Mod (228)

Rare Mod Background

Mod (229)

Rare Mod Corner Light

Mod (230)

Rare Mod Bottom Border

Mod (231)

Rare Mod Top Border

Mod (232)

Rare Mod Type Tab

Mod (233)

Rare Mod Side Light

Mod (234)

Rare Mod Rank/Polarity Backer

Mod (235)

Legendary Mod Background

Mod (236)

Legendary Mod Corner Light

Mod (237)

Legendary Mod Bottom Border

Mod (238)

Legendary Mod Top Border

Mod (239)

Legendary Mod Type Tab

Mod (240)

Legendary Mod Side Light

Mod (241)

Legendary Mod Rank/Polarity Backer

Mod (242)

Mod Rank Line

Mod (243)

Mod Rank Pip

Mod (244)

Riven Mod Corner Light

Mod (245)

Riven Mod Bottom Border

Mod (246)

Riven Mod Top Border

Mod (247)

Riven Mod Type Tab

Mod (248)

Riven Mod Side Light

Mod (249)

Riven Mod Rank/Polarity Backer

Mod (250)

Uncommon Mod Background

Mod (251)

Uncommon Mod Corner Light

Mod (252)

Uncommon Mod Bottom

Mod (253)

Uncommon Mod Type Tab

Mod (254)

Uncommon Mod Side Light

Mod (255)

Uncommon Mod Rank/Polarity Backer

References[]

  1. Warframe Forums – DE staff occasionally refers to Mods as Modifications
  2. Sinclair, Steve (2013, March 18). Mods (2.0) In Update 7. Warframe Forums. Accessed 2023-01-04. Archived from the original on 2023-01-04. "Card-style system that supersedes old Upgrade Tree / Mod slots. Although it is a 'Card' metaphor we are going to continue calling this 'Mods' and 'Mod' System. The Upgrade Tree is gone. Mods are short for Modifcation but in Warframe they are intended to be symbolic of Orokin-derived technology. "Lost tech".".
  3. 3.0 3.1 Google Sheet w/ Mod Sell Price, Mod Endo Dissolution, and Avionic Dirac scrap calculations

Patch History[]

Update 35.5 (2024-03-27)

Upgrade Screen Changes
  • Dragging Mods will now provide more visual information in the Upgrade Screen:
    • Dragging a Mod will now maintain the same aspect ratio as an “open” Mod but scaled down, so that you can still identify it, its Polarity, and its Capacity Cost when moving it across the screen.
    • Slots with matching Polarities to the dragged Mod are now highlighted in green and have a slight pulsing effect to indicate that they are eligible. Slots with mismatched Polarities are highlighted in red.
    • Hovering a Mod over a slot will now show how its capacity cost will be affected based on their Polarities.
  • Made it more obvious that Damage Type stats are affected when swapping a Weapon or Modding one. Now, when you are making changes, the Damage types that are negatively impacted will shuffle lower in the list and appear slightly transparent, so that it's easier to spot the changes between comparisons.
General UI Changes:
  • Added Mod tooltips (hovering over Mods with bold words in their description) for the following terms:
    • Knockdown: Enemies fall to the ground, opening them up to melee ground finishers.
    • Sleep: Enemies become unable to perform actions and open to melee finishers.
    • Disarm: Disarmed enemies lose their firearms and can only engage in melee combat.
    • Lifted: Certain melee attacks can lift enemies into the air, making them temporarily incapable of attacking you.

Hotfix 35.0.2 (2023-12-14)

  • Fixed several script errors when Ranking up a Mod.

Update 35.0 (2023-12-13)

  • Added on-hover tooltips to Mods with unique effects. Mods with a special mechanic will now appear bolded in its description indicating that you can hover over it to learn more about it. This applies to the following (not exhaustive):
    • Syndicate Mods (Justice, Truth, Entropy, Blight, Purity, Sequence)
    • The new Tennokai Mods
    • Mods that grant Overguard

Update 34.0 (2023-10-18)

  • Adjusted Auto-Install prioritization based on new Warframe Health and Shield values, as well as checking for Shield Recharge Delay.

Hotfix 33.5.5 (2023-07-06)

  • Fixed negative Mod capacity displaying negative number in Arsenal after selling/trading an equipped Aura Mod.
    • A pop-up will now appear when attempting to sell/trade an equipped Aura Mod, informing players where the Mod is equipped so that it may be unequipped to sell/trade.

Update 33.5 (2023-06-21)

AUTO INSTALL OVERHAUL

We’ve made a number of changes to how the Auto Install function works when Modding Warframes and weapons! Don’t expect this button to replace the need for careful Modding in high level content, but it should result in more consistently useful builds offering positive stats, especially for newer players.

Part of this process includes the following changes:

  • Overhauled which stats are prioritized on which weapon types.
  • Mods with universal benefits (like increased damage and multishot) are equipped first, while attempting to equip mods that benefit the weapon type (like critical and status increases) if the base stats are high enough.
  • Made Auto Install consider equipping unveiled Riven Mods depending on their stats.
  • Made Warframe Aura selection use its own prioritization system when choosing what to install.
  • Other Auto Install Fixes:
    • Fixed an issue where Auto Install tried to equip veiled Riven mods if there was space.
    • Fixed Auto Install prioritizing “conditional” mods that only triggered under special circ*mstances.

Hotfix 32.2.9 (2023-01-11)

  • Fixed certain Mods stats having randomly long decimals.

Hotfix 32.2.5 (2022-12-14)

  • Removed the Arsenal and Mods consoles in the Relay Drydock.
    • This was causing multiple issues, and was unnecessary since the Arsenal and Mods can be accessed via pause menu.

Update 32.1 (2022-11-02)

  • Made changes to the Auto Install Mods logic on Warframes:
    • Auto Install valued survivability like health, shields and armor far above all else. These changes value “Ability” stats like Duration and Range just below survivability, choosing Mods like Stretch just after Vitality and Redirection.
    • Also added value to certain beginner QOL Mods, for players that don’t have base Ability stat Mods yet.

Hotfix 32.0.3 (2022-09-14)

  • Fixed mod config chat links appearing incorrectly in the condensed link window while using controller.

Update 32.0 (2022-09-07)

  • The Modding Menu now shows relevant currencies to the Mod you are working on in the currency bar rather than the top corner for the Modding Menu.

Hotfix 31.1.3 (2022-02-15)

  • Fixed chat linked Railjack mods dioramas having unnecessary description text next to the mod.

Update 31.1 (2022-02-09)

  • Fixed being able to hit negative Modding capacity after hitting the cap and then upgrading an equipped Mod beyond capacity as a Mastery Rank Legendary 1 player.

Hotfix 31.0.9 (2022-01-20)

  • Fixed rare case of Mod Capacity going into a negative state when Upgrading Mods when you are over MR 30.

Update 30.5 (2021-07-06)

  • Fixed mod flickering up and down when attempting to upgrade it at the mod segment.
  • Added Galvanized mods

Hotfix 30.3.4 (2021-06-02)

  • Fixed Modding discrepancies when moving a Polarity matching Mod and not having enough Mod capacity.

Update 30.2 (2021-05-12)

  • Fixed rare cases of acquired Mods being cut off in the UI.

Hotfix 29.6.8 (2021-01-25)

  • Added a confirmation prompt when selecting to ‘REMOVE ALL’ Mods in the Upgrade screen to alleviate accidental removals.
    • Accidental removal happened quite frequently when using a controller due to the button to remove a single Mod and all Mods are the same, and is dependent on whether your controller cursor is over a Mod at the time.

Hotfix 28.0.6.1 (2020-06-24)

  • Fixed a crash that could occur when viewing the ‘Incomplete’ tab of the Mod Station, and then attempting to change the Sorting method.

Hotfix 28.0.6 (2020-06-24)

  • Fixed switching from 'Incomplete' tab to 'Riven' tab in the Foundry resulting in non-existent Mods showing at the end of your Riven list.

Update 28.0 (2020-06-11)

  • Increased the amount of invested currency that is refunded for the following:
    • Dissolving ranked Mods refund more of the invested Endo (75% just like Rivens).
    • Selling ranked Mods refund more of the invested credits (75% just like Endo).

Hotfix 27.3.16 (2020-04-22)

  • Fixed a noticeable hitch when picking up Bullet Jump Mods.
  • Fixed an issue where you'd sometimes not get the ‘NEW!’ tag on a Bullet Jump Mod if you already owned some other Bullet Jump Mod.

Hotfix 27.3.12 (2020-04-14)

  • Fixed relevant Companion Mods not displaying when filtering by beast/robotic Mod types in the Mod Workbench.

Update 26.0 (2019-10-31)

  • Requiem and Parazon Mods added.
  • Weapon Exilus mod category added.

Update 25.7 (2019-08-29)

  • Mod descriptions are now included when searching in the Mod Trading screen (ie searching Toxin will display Fever Strike, etc).

Hotfix 25.6.2 (2019-08-09)

  • Searching for combined elements (Radiation, Magnetic, etc.) in your Upgrade and Mod menus will now pull up the base element mods that can be combined to make that element!

Hotfix 25.5.1 (2019-08-02)

  • Fixed an issue where you could install duplicate Mods in loadouts using an exploit.

Update 23.10 (2018-10-12)

  • Introduced ‘BEAST’ category for Kubrows, Kavats (instead of COMPANIONS) and the Helminth Charger, and added ‘ROBOTIC’ category for Sentinels. Remaining Mods that indicate ‘COMPANION’ are useable across all Companion types.

Update: Specters of the Rail 0.0 (2016-07-08)

  • Archwing augment mods now display an "ARCHWING" tag to help differentiate them.
  • Removed Conclave rating.

Hotfix 18.13.2 (2016-06-01)

Starting Mod Capacity Changes

The starting Mod Capacity for your gear (new or Forma'd) is now determined by your Mastery Rank and if an item has an Orokin Reactor or Catalyst installed.

For example, a Mastery 20 player would experience the following:

  1. Claim a new Warframe from the Foundry with no Reactor installed.
  2. Observe the 'Unranked' item and see the starting Mod capacity is 20.
  3. Install a Reactor, observe the Mod capacity has doubled to 40.

The formula is: Starting Mod Capacity = Mastery Rank (x2 if Orokin Reactor/Catalyst installed)

The cap on capacity remains unchanged.

Please note this is a slight deviation of our discussions on how Mastery Rank will reflect gear level, but by affecting capacity it fundamentally enables you to use Mods the moment you get your hands on new gear or Forma an item. Have fun!

Update 18.12 (2016-05-17)

  • Warframe Mod text descriptions are receiving a visual overhaul! All Mod descriptions are being manually audited by our team to reflect appropriate status icons and uniform text case. Our goal is to bring consistency to all Mods, and so far almost every Mod has been updated to this format! We ask that you be patient with this change as we comb through Warframe’s extensive Mod collection. This change is purely visual to reduce overly verbose descriptions and discrepancy, and does not affect the functionality of these Mods in any way.

Hotfix 15.1.3 (2014-11-08)

  • Improved performance and stability of long missions by setting a cap on active Mods in a session. 50 mods can now exist simultaneously before new mods will replace the old.

Update 15.0 (2014-10-24)

  • Added a Search Bar to the Mod Screen/Inventory! You can now type in what you are looking for to find it instantly!

Update 14.5 (2014-08-28)

Update 14.2 (2014-08-13)

  • Added in a Kubrow Category for Kubrow specific mods.

Update 9.5 (2013-08-09)

Transmutation Introduced
  • Combine 4 mods to produce 1 random mod. Combining mods of similar polarity, rarity, or compatibility will influence the result.
Other Changes
  • Mods are now the same for entire squad. If you get Fast Hands from a mod drop, so does everyone else.

Update 7.0 (2013-03-18)

Mods 2.0 Introduced
  • Mods re-imagined - Please visit our forums to see details on how the new system works! Old Mods can feed the new system with the fusion system!
  • Default upgrade initial level is now 0 instead of 1

Last updated: Update 26.0 (2019-10-31)

Game System Mechanics Edit
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