Mod

**Mod**List of Mods

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

**Mods**, short for **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 **Endo Endoไฟล์:Endo64.png Endo** and **Credits Creditsไฟล์:Credits64.png Credits** 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, endo, or credits as a mission reward upon completion.
	+ Every rotation of endless missions (e.g. Defense) will offer a reward chosen randomly from a drop table, including but not limited to 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**
* **In-game vendors.** Players can purchase mods:
	+ from Syndicates with **{{{1}}} Standingไฟล์:ReputationBlackx64.png** 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 **Credits Creditsไฟล์:Credits64.png Credits** and **Ducats Ducatsไฟล์:PrimeBucks.png Ducats**. These include all of the Primed mods, except for those which are obtained through Daily Tribute.
* **Daily Tribute:** Logging in for 200/400/600/900 days will award players Primed Fury, Primed Vigor, Primed Shred, and Primed Sure Footed.
* **Market:** Purchasing Essential Mod Bundles from the Market.
* **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), Flawed Mods (obtained via Vor's Prize quest), and *Amalgam mods* (obtained via the Thermia Fractures event or the Ropalolyst boss fight).
	+ Subsequent to the completion of the Sacrifice quest, copies of Umbra Mods can be acquired from Cephalon Simaris.
	+ Sentinel precepts cannot be traded if the player does not own another copy.
* **Acquiring Companions** provides the player with a set of their specific precepts.
* See Riven Mods page for acquisition of such mods.
* Completing a Conclave match may reward a Conclave mod.

## Attributes

ไฟล์:Attributes-information.png
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. Mods are applicable either to a type of equipment (e.g. “MELEE”), or to a subtype, (e.g. “SWORDS”), to only a single piece of equipment and its variants (e.g. “SKANA”), or only to one of more variants (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. **Polarity & Drain:** The number is the amount of Capacity points a mod uses up when installed ("drain"). 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 number of mod that you own of the same rank.
7. **Rarity:** Denotes the rarity of a mod by the card's material and an increasing number of pips at the top *(which are not visible in the right image as they are covered by the Set indicator)*. Mods vary in five tiers of rarity, as follows:

In addition, there exist four classes of mods which are not ranked in rarity, while possessing a unique material to their cards.

## 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)**
 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 and a Stance slot.
* Arch-guns, Arch-melees, 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. Serration costs 14, but dropped into a ไฟล์:Madurai Pol.svgMadurai 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

บทความหลัก: 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. Each rank requires twice the mod energy than the previous rank to level up and leveling up from rank 0 to 1 sets the base amount of mod energy for this calculation.

### Transmutation

บทความหลัก: 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 Vazarin Transmute Core 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 Credits equal to **75%** of the ไฟล์:Credits64.png Credits invested in the mod. 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 ไฟล์:Credits64.png Credits List▾▾

### Dissolution

Choosing this Mod Action, a player can convert a mod into a set amount of Endo, equal to it's **Mod Rating**. A sum of all owned mods' Mod Ratings is visible in the upper-right corner of the Mod Collection screen. 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"*.

 Point Tables ▾▾

*Last updated: Update 27.1 (2020-02-04)*

* The total Endo gain from dissolving a Riven Mod is equal to the following formula, rounded up:

100 × (Mastery Rank - 8) + 22.5 × 2Mod Rank + 200 × Rerolls

## Standard Mods and Variants

สําหรับ information on calculating bonuses from mods ดูเพิ่มเติมที่ 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. 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**, and **Galvanized**. 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 Hornet Strike mod at a time, and Flow and Primed Flow can't be installed together on a Warframe.

Normal standard mods generally drop from regular enemies, and are the most easily obtainable mods. They are transmutable, sellable and tradeable.
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 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, Primed Fury, Primed Vigor, Primed Shred, and Primed Sure Footed 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 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 ไฟล์:Umbra Pol.pngUmbra polarity that can only be applied with an Umbra Forma. Visually, Umbra mods are Legendary mods with a set indicator.
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, Amalgam Serration can be seen as a combination of Serration and Rush). These mods have a distinct Sentient-influenced visual styling.
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.

## 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, Vitality (a standard Health mod) stacks with 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).

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 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 outweighed 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. Critical Delay) are a notable exception to the general pattern of nonstandard mods in that they can't be stacked with their standard analogues.

```
*(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, Condition Overload). Acolyte mods are untransmutable, and the remainder may or may not be. Visually, they do not have a clearly distinguishing mark.
* Split Flights (a conditional Multishot mod for Bows) and Split Chamber 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, Charged Chamber and Primed Chamber *(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. Hata-Satya) also have a conditional effect.
บทความหลัก: 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. Scattered Justice). 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. Aviator with Ironclad Flight on 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.
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 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. Motus Setup). 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.

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 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.

```
*(Warframes)*

```

หน้าหลัก: 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. Sure Footed and Primed Sure Footed.
Some Exilus mods exist as somewhat atypical, but also essentially standard, mods:
* A number of mods similar to Mobilize are treated as it's "cognates", meaning that Mobilize, Patagium, Battering Maneuver, Piercing Step, Rending Turn, Firewalker, Ice Spring, Lightning Dash, and Toxic Flight **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, Mobilize **stacks** with Stealth Drift.

Exilus mods have the Exilus mark near the top.
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:

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.

 ไฟล์:Precept System Priority.png
Precepts have "informally" designated slots by virtue of having the ไฟล์:Penjaga Pol.svg 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).
บทความหลัก: 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.
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 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 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: Body Count; it also cannot be slotted in Exalted Weapons.

## Trivia

* There are around **1227** mods existing in the game including Flawed variants but excluding unveiled Riven Mods. This count includes:
	+ **163** Common
	+ **324** Uncommon
	+ **647** Rare
	+ **55** Legendary
	+ **9** Amalgam
	+ **2** Peculiar
	+ **9** Requiem
	+ **8** Riven (veiled)
	+ **9** Galvanized
	+ **5** unique stance mods exclusive to certain Exalted Weapons
	+ 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 Point Blank and Hell's Chamber where a Lancer is using a Braton; Corrosive Projection where a Shield Lancer is using a Sicarus and so on.
	+ Another instance is a mod like Antitoxin (Mod) 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 rounded to the nearest tenth place. This is rarely seen in mods like Reach and Primed Reach when the maximum effect number isn't divisible by the number of mod ranks.
	+ However, duration values are rounded to the nearest integer. This is seen in mods such as Triple Tap 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.
* When Cold based mods like Cryo Rounds 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 - ModsWarframe Deconstructed- Ep.2- Mods
## References

1. ↑ Warframe Forums – DE staff occasionally refers to Mods as Modifications
2. ↑ Google Sheet w/ Mod Sell Price, Mod Endo Dissolution, and Avionic Dirac scrap calculations

## Patch History

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 (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)

* Added an overhauled look for Warframe Mod cards! Find out everything you need to know about these newly designed cards here: https://warframe.com/news/introducing-our-145-mod-update
* Added Kubrow filters for Mods.

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)*