Mods

**Weapon** and **Personal Mods** are items in *Control* that improve the statistics of Jesse Faden's Abilities or those of the Service Weapon if equipped from the Loadout. They can be obtained as a reward for completing missions, by searching secured units, as loot from killed enemies, they can even be constructed.

## Characteristics

Mods do always have a positive effect, represent an improvement, no downside is connected to them. They may affect various aspects of Jesse's Abilities or the Weapon Forms, ranging from a basic bonus to Health or Health recovery, to more complex effects like a bonus to Energy recovery purely from Headshots or increased Ground Slam damage after a hit with the weapon. The Mods from *Control* itself often deal with the more basic effects, while those introduced with the game's expansions and Expeditions are more elaborate. It's unlikely, though not impossible, to obtain Mods from the expansions outside the Foundation or the Investigations Sector, or Expedition Mods outside Quarry Site Beta.

Weapon Mods
Weapon Mods can be attached to the Service Weapon and mainly deal with its damage or ammunition. Some of them are exclusive to only a few or even only one of the weapon's six Forms; these handle more Form-specific statistics, like the zoom of Pierce or the recoil of Shatter. Only one Mod can be attached to a Weapon Form each in its basic variant; upgrading a Form once allows for another Mod, the second upgrade unlocks the third Mod slot. Except as a reward for Board Countermeasures, only Mods for the currently available Forms will be acquired; for example, no Charge-exclusive Mod can be found until Charge has been constructed by Jesse.

Personal Mods
Personal Mods are mostly related to Jesse's various Abilities, often increasing their main stat like the strength of the Shield or recovery speeds, or decreasing the Energy needed to execute them. At the beginning of Jesse's mission in the Oldest House, she can equip only one Personal Mod; two more slots can successively be unlocked by upgrading her Abilities through the use of Ability Points. As it's the case with Weapon Forms and specific Mods, no Personal Mods can be obtained that are connected to Abilities yet not acquired, except as a reward for the Board Countermeasures.

Loadout
In addition to those Mods equipped, there is place for 24 Weapon and 24 Personal Mods inside the Loadout. Unlocking the additional slots and Weapon Forms and upgrades increases the total number of Mods that can be carried around by Jesse to a maximum of 42 Weapon and 27 Personal Mods. Accessing the Loadout enables Jesse to switch between Mods, to adjust to the respective needs of the current situation. If Loadout capacity is depleted, Mods can be deconstructed. Actually, it is preferable to keep some space free, otherwise Mods that are gained by e.g. completing a mission via speaking to somebody cannot be added and will be lost.

### Rarity

Like Materials, Mods come in various rarities, though more diverse. Originally, five rarities were available, a sixth and ultimate one was added with a free update alongside the release of the game's first expansion. Rarities can be distinguished by color codes and are denoted with Roman numerals.

***Note:** Internally, alternative names for the three higher rarities exist: "legendary" for "prime", "exquisite" for "absolute", and "ascendant" for "infinite".*
A higher rarity means a more rarely found Mod. However, the more Jesse Faden progresses with her missions, the more rarer Mods she will find. A higher rarity of a Mod does not automatically mean a higher stat improvement gained through it: A Mod's effect may have a range of e.g. 20% to 40% at a rare level, and a range of 30% to 50% if it's a prime Mod, creating an overlap of 10%; sometimes, this even affects two rarity-level steps. This means, at times an uncommon Mod might be a better choice than a prime one of the same kind.

#### Unique Mods

There is also a limited number of unique Mods: one for each Service Weapon Form and one Personal Mod. However, the unique Mod for Surge was cut from the released game and cannot be obtained via normal means, though is still existing in the game files. These unique Mods can only be acquired once per game, as rewards for certain events. Only Eternal Fire is available in *Control* itself, for the other Mods, the second expansion *AWE* or the *Ultimate Edition* is required.

* Aerobics – Personal Mod; reward for solving a 'puzzle' at a hidden location in the Shifted Passage
* Custodial Readiness – Pierce Weapon Mod; reward for completing "another" three "fine messes"
* Eternal Fire – Grip Weapon Mod; reward for disposing of six TV sets from the Maintenance Sector into the Furnace
* One-Way Track – Shatter Weapon Mod; reward for Dead in its Tracks
* Spam Mail – Spin Weapon Mod; reward for Return to Sender
* Thin Space – Charge Weapon Mod; reward for Gerbil Took the Top Head

*See also Demolition Dispenser for the cut Mod.*
Though being unique, these Mods factually are not of the highest rarity, "infinite", but of the second highest, "absolute". They are easily recognizable by an also unique flicker effect as background in the Loadout. Their effects, however, are not always unique and may resemble effects of non-unique Mods.

Further two differently-unique Mods exist exclusively in the PlayStation version of the game: one Weapon Mod, Astral Reload Efficiency, and one Personal Mod, Astral Health Boost; both can be found in the Loadout right from the start of a new game. Unlike the real unique Mods, they are only rare and do not yield an increased amount of Source when deconstructed. Their effects are identical to those of the same non-unique Mods that do not have "Astral" added to their name.

## Construction/deconstruction

When accessing Astral Constructs at a Control Point, Jesse Faden is able to construct Weapon as well as Personal Mods at the cost of Source and Materials. The rarity of these constructed Mods depends on Jesse's "Constructs Level" which also requires Source and Materials to increase. The higher the level, the higher the costs, the higher the rarity. See this article for details.

However, Jesse has no control about which Mod will be constructed – all options are "obscured" and the Construct will be a random Mod. The only choices that can be made actively are those between a Weapon or a Personal Mod, and between the currently available rarities. It is possible to 'refresh' the selection for alternative choices by spending Source, though.

Mods can also be deconstructed in the Loadout – which produces Source, its amount depending on the Mod's rarity. The unique Mods (see above) can be deconstructed, as well, resulting in an extraordinary amount of Source despite being of an absolute rarity – however, then they are lost forever during that game.

 *Unique* | 10,000

Deconstruction of Mods is a somehow necessary action, considering the limited space for them available inside the Loadout, compared to the huge numbers of them obtainable during missions and by simply traveling across the Oldest House, encountering enemies. It's also a good source for Source. Under these aspects and the fact that the outcome is always random, the construction of Mods on the other hand is an action of much lower priority.

## Lists of mods

Below are 'all' Weapon and Personal Mods listed that exist in the game, though incomplete as of January 23, 2024.

### Weapon Mods

The following is a list of Mods for the Service Weapon; they are sorted as if ordered by "Type" in the Loadout. Options to sort by other categories, as well as by the different Forms of the weapon the Mods can be attached to, are available via the arrows in the respective table headers.

Unique Mods are highlighted by the rarity's color; their specific rarity is also given in the maximum bonus table column.

Mods from Expeditions, *The Foundation* and *AWE* are indicated by an abbreviation at the start of their name; sorting for these can be done via the icon column.

a ↑ *Unique variant of Reload Efficiency, exclusive to the PS-version of the game and in Loadout from the start.*
#### Demolition Dispenser

A unique Mod by the name "Demolition Dispenser" exists, but cannot be obtained via normal means in the game. It would have been the unique Mod for the sixth Form of the Service Weapon, Surge, which is missing from the list of unique Mods that are obtainable for each of the other five Forms. As Surge, it is part of the second expansion, *AWE*, and the *Ultimate Edition*. It would increase the maximum number of grenades Surge can stick to enemies or surfaces before they have to be detonated. The exact number of projectiles added to the usual three can only be guessed, due to the Mod being unobtainable – its icon suggests a value of 2.

### Personal Mods

The following is a list of Mods that can be equipped as Personal Mods; they are sorted as if ordered by "Type" in the Loadout. Options to sort by other categories are available via the arrows in the respective table headers.

Unique Mods are highlighted by the rarity's color; their specific rarity is also given in the maximum bonus table column.

Mods from Expeditions, *The Foundation* and *AWE* are indicated by an abbreviation at the start of their name; sorting for these can be done via the icon column.

b ↑ *Unique variant of Health Boost, exclusive to the PS-version of the game and in Loadout from the start.*
## Notes

* For the purposes of weapon mods with an effect that triggers *on hit*, hits on enemies with an active glowing red Hiss shield count as hits, but hits on a telekinetic debris shield deployed by an enemy (such as a Hiss Warped) do not.

## Achievements and trophies

The following achievements and trophies are connected to Mods, respectively Mod slots.

## References

1. ↑ Game file *`system.ui`*
2. ↑ 2.0 2.1 *Control* - Pre-order FAQ