Mod

Mods, short for ModificationsWarframe Forums – DE staff occasionally refers to Mods as Modifications 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 and through the process of Fusion.
==Acquisition==
*Drops from enemies: Almost all enemies have a chance of dropping a mod, selected from their drop table (visit their respective pages for more details). The usual mod drop chance is 3% (can be doubled with Mod Drop Chance Boosters) but may differ depending on the type of enemy. Typically if a mod drops from a specific enemy:
**75.88% of the mod drops will be Common.
**22.11% of the mod drops will be Uncommon.
**2.01% of the mod drops will be Rare.
*Drops from canisters: Mods can be obtained from the Orokin Void canisters and more commonly from treasure room canisters. Modules obtained are randomly chosen for every player.
*Mission rewards:
**Most non-endless mission types may offer a mod, blueprint, , or as one of the mission rewards upon completion.
**Every rotation of endless missions (e.g. Defense) will offer a reward chosen randomly from a drop table, which may include mods.
**Completing a Nightmare Mode mission rewards a Nightmare mod.
**Completing quest missions may reward a mod.
*Events & Tactical Alerts: Specific mods that are acquired as a reward for these activities are, in general, also obtainable later, by other means (typically, Baro Ki'Teer will sell them).
*Vaults:
**Opening an Orokin Vault always rewards a Corrupted mod.
**Opening an Isolation Vault may reward a Necramech mod. 
*Transmutation
*Market: Purchasing Essential Mod Bundles from the Market.
*Daily Tribute: Logging in for 200/400/600/900 days will award players , , , and .
*In-game vendors. Players can purchase mods:
**from Syndicates with standing. These generally consist of warframe and weapon Augments
**from Nightwave Cred offerings. These include certain Aura Mods.
**from Baro Ki'Teer on a relay for and . These include all of the Primed mods, except for those which are obtained through Daily Tribute.
*Trading: All mods are tradeable except for those which are obtained through Daily Tribute (certain Primed mods), the Umbra Mods (obtained via The Sacrifice quest or from Cephalon Simaris), Flawed Mods (obtained via Vor's Prize quest), and Amalgam mods (obtained via the Thermia Fractures event or the Ropalolyst boss fight).
**Trading recipient of a Riven Mod must have attained Mastery Rank 8.
**Last copy of Precept polarity mods cannot be traded away.
*Acquiring Companions provides the player with a set of precept mods specific to each companion.
*See Riven Mods page for acquisition of such mods.
*Opening Requiem Relics have a chance to reward Requiem Mods except Oull, which has a chance to drop when downing a Kuva Lich or a Corpus Sister.
*Completing a Conclave match may reward a Conclave mod.
==Attributes==
Mods have several attributes:
#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. 
#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”).
#Special Indicator: Symbols that denote if the mod is an Aura, Stance, Exilus, Riven or part of a Set.
#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).
#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.)
#Stack/Quantity: The quantity of a mod of the same rank that you own.
#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 have an increasing number of diamonds at the top of their mod cards depending on their rarity. In the order of increasing rarity these are:
FastHandsMod.png|x135px|♦ CommonBronze
FetchMod.png|x135px|♦♦ UncommonSilver
ConstitutionMod.png|x135px|♦♦♦ RareGold
PrimedContinuityMod.png|x135px|♦♦♦♦ LegendaryPlatinum
RivenGrakataMod.png|x145px|♦♦♦♦♦ RivenCrystal
ArchonFlowMod.png|x145px|♦♦♦♦♦ ArchonNarmer
::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:
PeculiarBloomMod.png|x145px|PeculiarSmoke
AmalgamSerrationMod.png|x145px|AmalgamSentient
GalvanizedChamberMod.png|x145px|GalvanizedMetallic
OullMod.png|x145px|RequiemObsidian
XataInvocationMod.png|x145px|TomeEntrati Obols
::Plexus mods have a unique styling mimicking the Railjack aesthetic:
HyperstrikeMod.png|x145px|♦ CommonBronze
WarheadMod.png|x145px|♦♦ UncommonSilver
ConicNozzleMod.png|x145px|♦♦♦ RareGold
===Item Compatibility===
 Item Compatibility Hierarchy For Weapons
Weapon Slot 	Primary 	Primary 	Primary 	Primary 	Primary 	Primary 	Primary 	Primary 	Primary 	Secondary 	Secondary 	Secondary 	Melee 	Melee 	Melee 	Archgun 	Archmelee 	Robotic 	Exalted Weapon 	Parazon
Weapon Class 	Rifle 	Rifle 	Rifle 	Rifle 	Rifle 	Rifle 	Rifle 	Rifle 	Shotgun 	Pistol 	Pistol 	Pistol 	Assault Saw 	Glaive/Thrown Melee	See Melee for full list	Archgun 	Archmelee 	Depends on weapon	Depends on weapon 	Parazon
Weapon Class 	Assault Rifle	Assault Rifle	Assault Rifle	Assault Rifle	Assault Rifle	Bow 	Bow 	Sniper 	Shotgun 	Pistol 	Thrown 	Tome 	Assault Saw 	Glaive/Thrown Melee	See Melee for full list	Archgun 	Archmelee 	Depends on weapon	Depends on weapon 	Parazon
Weapon Class 	Assault Rifle	Assault Rifle	Assault Rifle	Launcher 	Launcher 	Crossbow 	Long Bow 	Sniper 	Shotgun 	Pistol 	Thrown 	Tome 	Assault Saw 	Glaive/Thrown Melee	See Melee for full list	Archgun 	Archmelee 	Depends on weapon	Depends on weapon 	Parazon
Weapon Class 	Assault Rifle	Assault Rifle	Assault Rifle	Launcher 	Speargun 	Crossbow 	Long Bow 	Sniper 	Shotgun 	Pistol 	Thrown 	Tome 	Assault Saw 	Glaive/Thrown Melee	See Melee for full list	Archgun 	Archmelee 	Depends on weapon	Depends on weapon 	Parazon
Weapon Family 	e.g. Braton 	e.g. Braton 	e.g. Braton 	e.g. Ogris 	e.g. Ferrox 	e.g. Zhuge	e.g. Paris	e.g. Vectis	e.g. Strun	e.g. Lato 	e.g. Kunai	e.g. Grimoire	e.g. Ghoulsaw	e.g. Glaive 	 	e.g. Imperator	e.g. Veritux	e.g. Sweeper 	e.g. Exalted Blade	Parazon
Specific Weapon Examples	 	 	 	+ variants 	+ variants 	+ variants	+ variants	+ variants 	+ variants	+ variants	+ variants	+ variants 	+ variants 	+ variants 	 	+ variants 	+ variants 	+ variants 	+ variants 	Parazon
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Parazon
 Item Compatibility Hierarchy For Companions
Companion	Companion 	Companion	Companion	Companion 	Companion	Companion	Companion
Beast 	Beast 	Beast 	Beast 	Beast 	Robotic 	Robotic 	Robotic
Kubrow 	Kubrow 	Kubrow 	Kavat 	Kavat 	Hound 	Moa 	Sentinel
Kubrow 	Helminth Charger	Predasite	Kavat 	Vulpaphyla	Hound 	Moa 	Sentinel
e.g. 	e.g. 	e.g. 	e.g. 	e.g. 	e.g. 	e.g. 	e.g.
===Hidden Attributes===
*Some mods have CompatibilityTags and IncompatibilityTags associated that restrict what items that it can be equipped on.
**For example, has both the "Primary" type and a hidden BEAM compatibility tag, restricting its usage to primary weapons with that tag (like and ).
**For example, the mod has the following IncompatibilityTags: CRPBOW, CROSSBOW, GRNBOW, POWER_WEAPON, INFBOW, OMICRUS, meaning items with either of those tags (namely, , , Exalted Weapons, , and ) cannot equip .
*Some mods may have hidden upgrades not explicitly stated in the mod's description. Notable examples include:
**, , and with additional hidden spread modifiers for specific weapons.
** and include chances to ignore staggers, stuns, and ragdoll effects.
**, , and apply a hidden slide penalty when player is in mid-air to counteract the slide bonus (i.e. player only gets increased slide distance on ground).
** also decreases Ammo Maximum despite not saying so in description.
*Two mods with the same hidden parent type or has a parent/child relationship cannot both be equipped on an item at the same time. For example, and are incompatible with each other because they both inherit the /Lotus/Types/Game/LotusArtifactUpgrades/BaseArtifactUpgrade type. Sometimes this relationship is obvious because two mods share similar names, but this is not always the case (for example, is not a variant of despite both having "Reach" in their names). Some non-obvious relationships include:
**, , , , , , , and are incompatible with each other since they all inherit /Lotus/Upgrades/Mods/Warframe/ParkourTwoMod.
** inherits /Lotus/Upgrades/Mods/Warframe/AvatarDamageReductionInAir ().
** inherits /Lotus/Upgrades/Mods/Shotgun/WeaponCritChanceMod ().
** inherits /Lotus/Upgrades/Mods/Melee/WeaponFireRateMod ().
** inherit /Lotus/Upgrades/Mods/BaseHealthMod.
** and inherit /Lotus/Upgrades/Mods/BaseArmourMod.
** and inherit /Lotus/Upgrades/Mods/BaseShieldMaxMod.
** inherits /Lotus/Upgrades/Mods/Rifle/BowExplosionChanceMod ().
**, , and inherit /Lotus/Upgrades/Mods/Sets/ArchonExilusMod.
**, , and inherit /Lotus/Upgrades/Mods/Sets/ArchonWarframeMod.
** inherits /Lotus/Upgrades/Mods/PvPMods/Rifle/LessRecoilSmallerMagRifleMod ().
** inherits /Lotus/Upgrades/Mods/PvPMods/Rifle/HigherVelocityLessAccurateRifleMod ().
**Conclave physical damage conversion mods:
***, , and inherit /Lotus/Upgrades/Mods/PvPMods/Rifle/BaseDamageBiasRifleMod.
***, , inherit /Lotus/Upgrades/Mods/PvPMods/Pistol/BaseDamageBiasPistolMod.
**Conclave recoil/reload/magazine balancing mods:
*** inherits /Lotus/Upgrades/Mods/PvPMods/Shotgun/FasterReloadMoreRecoilShotgunMod (). inherits /Lotus/Upgrades/Mods/PvPMods/Shotgun/LargerMagLongerReloadShotgunMod ().
**Warframe augments on the same ability:
*** and inherit /Lotus/Powersuits/Brawler/BrawlerSummonBaseAugmentCard.
*** and inherit /Lotus/Powersuits/Ember/FireBlastBaseAugmentCard.
*** and inherit /Lotus/Powersuits/Excalibur/SlashDashBaseAugmentCard.
*** and inherit /Lotus/Powersuits/Jade/SelfBulletAttractorBaseAugmentCard.
*Most mods will not be obtainable through Transmutation. Internally, there is a property associated with the mod that determines its transmutability status.
*Stance mods will add new attack combos to Melee weapons which are not explained in fully in the mod's description or combo menu upon equipping the Stance. Many Stance combos have hidden damage multipliers and guaranteed status effects on its attacks.
==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 , 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 button. Afterward either click on > , 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)
1	2	3	4
5	6	7	8
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. costs 14, but dropped into a 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===
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===
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 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 equal to 75% of the Credits invested in the modGoogle Sheet w/ Mod Sell Price, Mod Endo Dissolution, and Avionic Dirac scrap calculations. 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.
Rarity 	Rank 0 	Rank 1 	Rank 2 	Rank 3 	Rank 4	Rank 5	Rank 6	Rank 7 	Rank 8 	Rank 9 	Rank 10
Common 	200 	562 	1,287 	2,736 	5,634 	11,430	23,022	46,206 	92,574 	185,310	370,782
Uncommon/Peculiar	500 	1,225 	2,674 	5,572 	11,368	22,960	46,144	92,512 	185,248	370,720	741,664
Rare/Amalgam 	1,000 	2,087 	4,260 	8,607 	17,301	34,689	69,465	139,017	278,121	556,329	1,112,745
Legendary 	3,000 	4,449 	7,347 	13,143 	24,735	47,919	94,287	187,023	372,495	743,439	1,485,327
Requiem 	25,000(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. 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". 
Rarity 	Rank 0 	Rank 1 	Rank 2 	Rank 3 	Rank 4	Rank 5	Rank 6	Rank 7 	Rank 8	Rank 9	Rank 10
Bronze/Common 	5 	13 	28 	58 	118 	238 	478 	958 	1918 	3,838 	7,678
Silver/Uncommon/Peculiar	10 	25 	55 	115 	235 	475 	955 	1,915 	3,835 	7,675 	15,355
Golden/Rare/Amalgam 	15 	38 	83 	173 	353 	713 	1,433 	2,872.5	5,753 	11,513	23,033
Platinum/Legendary 	20 	50 	110 	230 	470 	950 	1,910 	3,830 	7,670 	15,350	30,710
Requiem 	500(0 charges)	667(1 charge)	833(2 charges)	1000(3 charges)	— 	— 	— 	— 	— 	— 	—
==Standard Mods and Variants==
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. ), 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 at a time, and , and can't be installed together on a single Warframe.
Variant 	Description	Example
Normal 	Normal 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.	
Flawed 	
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.	
Primed 	
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, , , , and 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.	
Umbra 	
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 Umbra polarity that can only be applied with an Umbra Forma. Visually, Umbra mods are Legendary mods with a set indicator.	
Amalgam 	
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, can be seen as a combination of and ). These mods have a distinct Sentient-influenced visual styling.	
Galvanized	
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.	
Archon 	
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.	
==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, (a standard Health mod) stacks with (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). 
Variant 	Description	Example
Nightmare 	
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.	
Corrupted 	
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. ) are a notable exception to the general pattern of nonstandard mods in that they can't be stacked with their standard analogues.	
Conditional	(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, ). Acolyte mods are untransmutable, and the remainder may or may not be. Visually, they do not have a clearly distinguishing mark. 
* (a conditional Multishot mod for Bows) and 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, and (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. ) also have a conditional effect.	
Augment 	
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. ). 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. with on ). 
*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.	
Riven 	
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.	
Set 	
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. ). 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.	
==Special Slot Mods==
The following types of mods have a special, dedicated slot.
Variant 	Description	Example
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.	
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.	
Exilus 	(Warframes)
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. and .
Some Exilus mods exist as somewhat atypical, but also essentially standard, mods:
*A number of mods similar to are treated as it's "cognates", meaning that , , , , , , , , and do not stack, in line with the expectation that standard mods with the same type of effect do not stack. Despite these not being single-stat mods in a technical sense, their mobility enhancements are seen as a unified effect.
Many Exilus mods are nonstandard mods, such as the the dual-stat "Drift" mods.
*Consistent with standard and nonstandard mods being able to stack, stacks with .
Exilus mods have the Exilus mark near the top.	
Peculiar	
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.	
==Unique Mods==
Mods that do not fit in the above categories:
Variant 	Description	Example
Precepts 	
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. 
Precepts have "informally" designated slots by virtue of having the 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).	
Parazon 	
 (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.	
Railjack/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.	
Conclave 	
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.	
==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 .
*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: ; it also cannot be slotted in Exalted Weapons.
==Trivia==
*There are around mods existing in the game including Flawed variants but excluding unveiled Riven Mods. This count includes:
** Common
** Uncommon
***3 Peculiar
** Rare
***9 Amalgam
***9 Requiem
***8 Riven (veiled)
***9 Galvanized
***8 Tome
***5 unique stance mods exclusive to certain Exalted Weapons
** Legendary
***5 Archon
**The unobtainable Fusion Core and Ancient Fusion Cores
*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.
**This includes and where a Lancer is using a ; where a Shield Lancer is using a and so on.
**Another instance is a mod like which still includes the image of a legacy version Toxic Ancient, back when Infested Ancients used to be large mutated Crewmen instead.
*Stat values displayed on a mod card are sometimes rounded to the nearest tenth place. This is rarely seen in mods like and 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 where a temporary buff is applied after meeting certain conditions.
*Prior to , 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 , this feature had no use. It has since been removed from every equipment and mod.
*After , when based mods like 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==
Warframe Tutorial - Mods
Warframe Deconstructed- Ep.2- Mods
===Mod Components===
These mod card component assets can be sourced from the Warframe Companion app or the Warframe Arsenal Twitch Extension. Overframe is another source of these, albeit third-party.
====Common Mod====
		
		
		
		
		
====Uncommon Mod====
		
		
		
		
		
====Rare Mod====
		
		
		
		
		
====Legendary Mod====
		
		
		
		
		
====Riven Mod====
		
		
		
		
		
====Amalgam Mod====
		
		
		
		
		
====Galvanized Mod====
		
		
		
		
		
====Common Plexus Mod====
		
		
		
		
		
====Uncommon Plexus Mod====
		
		
		
		
		
====Rare Plexus Mod====
		
		
		
		
		
====Additional Assets====
COMMON_AP_ATTACK.png
COMMON_AP_DEFENSE.png
COMMON_AP_POWER.png
COMMON_AP_PRECEPT.png
COMMON_AP_TACTIC.png
LEGENDARY_AP_ATTACK.png
LEGENDARY_AP_DEFENSE.png
LEGENDARY_AP_POWER.png
LEGENDARY_AP_TACTIC.png
LEGENDARY_AP_UMBRA.png
RARE_AP_ATTACK.png
RARE_AP_DEFENSE.png
RARE_AP_POWER.png
RARE_AP_PRECEPT.png
RARE_AP_TACTIC.png
UNCOMMON_AP_ATTACK.png
UNCOMMON_AP_DEFENSE.png
UNCOMMON_AP_POWER.png
UNCOMMON_AP_PRECEPT.png
UNCOMMON_AP_TACTIC.png
GoldAura.png
GoldExilus.png
GoldStance.png
SilverAura.png
SilverExilus.png
SilverStance.png
====All====
AmalgamBackground.png|Amalgam Mod Background
AmalgamFrameBottom.png|Amalgam Mod Frame Bottom
AmalgamFrameTop.png|Amalgam Mod Frame Top
AvionicModsFrameBottomBronze.png|Common Plexus Mod Bottom Border
AvionicModsFrameBottomGold.png|Rare Plexus Mod Bottom Border
AvionicModsFrameBottomSilver.png|Uncommon Plexus Mod Bottom Border
AvionicModsFrameTopBronze.png|Common Plexus Mod Top Border
AvionicModsFrameTopGold.png|Rare Plexus Mod Top Border
AvionicModsFrameTopSilver.png|Uncommon Plexus Mod Top Border
BronzeBackground.png|Common Mod Background
BronzeCornerLights.png|Common Mod Corner Light
BronzeFrameBottom.png|Common Mod Bottom Border
BronzeFrameTop.png|Common Mod Top Border
BronzeLowerTab.png|Common Mod Type Tab
BronzeSideLight.png|Common Mod Side Light
BronzeTopRightBacker.png|Common Mod Rank/Polarity Backer
GalvanizedBackground.png|Galvanized Mod Background
GalvanizedBottomLight.png|Galvanized Mod Bottom Light
GalvanizedFrameBottom.png|Galvanized Mod Bottom Border
GalvanizedFrameTop.png|Galvanized Mod Top Border
GalvanizedSideLight.png|Galvanized Mod Side Light
GoldBackground.png|Rare Mod Background
GoldCornerLights.png|Rare Mod Corner Light
GoldFrameBottom.png|Rare Mod Bottom Border
GoldFrameTop.png|Rare Mod Top Border
GoldLowerTab.png|Rare Mod Type Tab
GoldSideLight.png|Rare Mod Side Light
GoldTopRightBacker.png|Rare Mod Rank/Polarity Backer
LegendaryBackground.png|Legendary Mod Background
LegendaryCornerLights.png|Legendary Mod Corner Light
LegendaryFrameBottom.png|Legendary Mod Bottom Border
LegendaryFrameTop.png|Legendary Mod Top Border
LegendaryLowerTab.png|Legendary Mod Type Tab
LegendarySideLight.png|Legendary Mod Side Light
LegendaryTopRightBacker.png|Legendary Mod Rank/Polarity Backer
RankCompleteLine.png|Mod Rank Line
RankSlotActive.png|Mod Rank Pip
RivenCornerLights.png|Riven Mod Corner Light
RivenFrameBottom.png|Riven Mod Bottom Border
RivenFrameTop.png|Riven Mod Top Border
RivenLowerTab.png|Riven Mod Type Tab
RivenSideLight.png|Riven Mod Side Light
RivenTopRightBacker.png|Riven Mod Rank/Polarity Backer
SilverBackground.png|Uncommon Mod Background
SilverCornerLights.png|Uncommon Mod Corner Light
SilverFrameBottom.png|Uncommon Mod Bottom
SilverLowerTab.png|Uncommon Mod Type Tab
SilverSideLight.png|Uncommon Mod Side Light
SilverTopRightBacker.png|Uncommon Mod Rank/Polarity Backer
==References==
==Patch History==
de:Mods
es:Mod
fr:Mods
it:Mod 2.0
ru:Моды
Category:Mechanics
Category:Mods
Category:Outline Pages
Category:HomePage
Category:Update 7
Category:Upgrades