The Mods system is accessible after the completion of "Liberate the imprisoned arms dealer" tutorial mission from the Vor's PrizeQuest, 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 內融核心 and 現金 through the process of Fusion.
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.
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.
Choosing this Mod Action, a player can convert a mod into an amount of Credits equal to 75% of the Credits invested in the mod[1]. 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.
查看 Selling Prices Per Mod in Credits 列表▾▾
稀有度
0 等
1 等
2 等
3 等
4 等
5 等
6 等
7 等
8 等
9 等
10 等
常見
200
562
1,287
2,736
5,634
11,430
23,022
46,206
92,574
185,310
370,782
罕見/ 怪奇
500
1,225
2,674
5,572
11,368
22,960
46,144
92,512
185,248
370,720
741,664
稀有/ 並合
1,000
2,087
4,260
8,607
17,301
34,689
69,465
139,017
278,121
556,329
1,112,745
傳説
3,000
4,449
7,347
13,143
24,735
47,919
94,287
187,023
372,495
743,439
1,485,327
鎮魂
25,000 (0 次數)
33,333 (1 次數)
41,666 (2 次數)
50,000 (3 次數)
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分解[]
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".
Rarity only somewhat corresponds to classes of mods: some standard mods are Rare, and some nonstandard mods are Common.
Players cannot stack duplicates (install duplicate mods in a single piece of equipment). Likewise, different variants of the same mod cannot be stacked. 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[]
Normal mods are mods that lack a property that would distinguish them as Flawed/Primed/Amalgam. 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.
受損MOD是正常版本MOD的弱化版,在進行VOR的戰利品系列任務時會獲取。
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. An exception to the norm that only standard mods have variants, a small number of Nightmare Mode mods have a Primed variant. Primed mods can normally be obtained from Baro Ki'Teer, but three Primed mods, Primed Fury, Primed Vigor, and Primed Shred are only obtained from 200/400/600 Daily Tributes respectively and cannot be traded with players. All Primed mods are of the Legendary rarity, and they are untransmutable. Those that are acquired via Daily Tributes are untradeable.
Umbra[]
主條目: 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 SacrificeQuest (and can thereafter be reacquired via Cephalon Simaris). They are untransmutable and untradeable. All Umbra mods have the exclusive 腳本錯誤:函數 "Pol" 不存在。Umbra 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 don't 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}} "Amalgam Serration" not found can be seen as a combination of Serration and Rush). These mods have a distinct Sentient-influenced visual styling.
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).
主條目: 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 Deimosbounties; 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 (for example, Spring-Loaded Blade is untransmutable, while Berserker is). Visually, they do not have a clearly distinguishing mark.
{{Mod}} "Split Flights" not found (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. {{Mod}} "Hata-Satya" not found) also have a conditional effect.
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. {{Mod}} "Motus Setup" not found). 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.
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.
指令MOD[]
主條目: 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.
Priority for precept usage (1 is highest priority and 10 is lowest).
Precepts have "informally" designated slots by virtue of having the 腳本錯誤:函數 "Pol" 不存在。 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 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 don't 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.
Although thematically anachronistic (since they don't 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.
你知道嗎[]
There are around 832 mods existing in the game including Flawed variants but excluding unveiled Riven Mods. This count includes:
832 Common
832 Uncommon
832 Rare
832 Legendary
832 Amalgam
832 Peculiar
832 Requiem
832 Riven (veiled)
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.
Another instance is a mod like Antitoxin 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.