Mods are passive modifiers that enhance your abilities and sometimes how class skills work. They are found on Rare or higher Weapons and Armor and are used in Crafting, which lets you customize your gear.
Acquiring Mods[]
To unlock a Mod for re-use in Crafting, disassemble an item with that particular mod on it. Legendary gear has dedicated Mods, only found on those specific items.
Tier 1 Weapon Mods: Found on Rare, Epic, or Legendary Weapons.
Tier 2 Weapon Mods: Found on Epic or Legendary Weapons.
Tier 3 Weapon Mods: Found on Legendary Weapons. Each Mod is specific to a particular Weapon.
Tier 1 Armor Mods: Found on Rare, Epic, or Legendary Armor and often specific to certain Armor types (e.g. Headgear, Upper Armor, etc).
Tier 2 Armor Mods: Found on Epic or Legendary Armor.
Tier 3 Armor Mods: Found on Legendary Armor.
Swapping Mods[]
Once unlocked you can place any Weapon Mod in any Weapon Mod slot, or any Armor Mod in any Armor Mod slot on any piece of gear.
All Weapon Mods are universal, or usable by all classes.
Tier 1 Armor Mods are class-specific.
Tier 2 Armor Mods are universal.
Tier 3 Armor Mods can be either universal or class-specific.
Warning! For Epic and Legendary gear you will only be able to change one of the two Mods available; the other slot becomes locked and can never be changed.
If you change the Mod of a piece of Rare gear, and then improve its rarity to Epic, the Mod you gain in the new 2nd Mod slot will be locked. You will only be able to change the 1st Mod slot you had already changed when it was Rare. Thus, as Rare gear is relatively easy to obtain, it is optimal to obtain a Rare that already contains a mod that the player wants in the first slot, and then upgrade that gear piece it to Epic; the new 2nd Mod slot can then be changed to a desired Mod.
Aiming down sights charges your weapon with kinetic energy over time up to 2 seconds. Firing releases the stored energy, increasing the damage of that shot by up to 3,769,990 damage. Bonus is lost when you stop aiming down sights.
Critical shots from Sniper Weapons deal 10% more damage. Each critical shot stacks a 60% damage bonus up to 180%. The bonus is applied to the next non-critical shot, but lost when missing a shot.
Your Melee skill creates and explosion dealing X damage based on bonus Firepower within a 2 meter radius. If enough space is available, it creates a cover made of magma.
After every 3 critical shots with sidearms you can instantly reload your clip. Bonus is lost upon switching weapons or if the sidearm was reloaded before achieving the bonus.
Rolling creates an Anomaly orb that detonates in proximity to an enemy or when shot by the player dealing 3,648,020 damage within a 5 meter radius. | 8s
Deal 10% more damage to Elites afflicted by Toxic or Blightfire. Afflicted Elites explode when killed, dealing X damage and spreading the status to other enemies within a 5 meter radius.
Killing shots detonate the enemy's bones and turn them into shrapnel that deals 232 542 damage and inflicts Bleed on enemies within a 5 meter radius. | 3s
Killing shots cause enemies to explode dealing 156 049 damage multiplied by the maximum number of 4 enemies within a 6 meter radius around the the original target. | 3s
Critical shots activate an unstable Anomaly effect in your enemy causing him to explode, dealing 3,834,190 damage to other enemies within a 5 meter radius. | 3s
Successful shots on enemies afflicted by any status restore 5% of your Max Health. Each active status applied to the target multiplies amount of healing received. | 3s
Successful shots summon a homing firestorm that deals 8,968,640 damage and inflicts Burn to enemies within its radius over 8 seconds. Radius of the firestorm increases with each successful shot on the afflicted target. | 10s
Shots increase your current Armor and Resistance by 5%, stacking up to 3 times. At maximum stacks, the buff is doubled and additionally grants 25% damage increase for 10 seconds. | 0.2s
Shots link up to 5 enemies within a 8 meter radius around the initial target, dealing 3,501,540 damage over 2 seconds to each of them as long as the initial target is alive.
Successful shots spawn 3 Anomaly projectiles that move towards the enemy with the highest health, dealing 1,262,890 damage and applying Toxic to the target and enemies within a 1 meter range. | 3s
Shots launch a cover-piercing Anomaly projectile that inflicts Bleed, deals 2,857,260 damage, and applies a status that increases damage received by 10% for 3 seconds. | 4s
Shots create a swarm of locusts, dealing 6,065,250 damage over 6 seconds and inflicting Weakness. The swarm affects all enemies within a 6 meter radius of the target while it lasts. | 6s
Successful shots generate a short protective sphere effect around the player that reduces incoming Weapon Damage by up to 30% and Anomaly Damage by up to 30%
Killing shots create an Anomaly singularity. When destroyed, the singularity explodes dealing 7,575,580 damage to enemies within a 6.5 meter radius. | 6s
Successful shots inflict Toxic and mark the target for 5 seconds. Killing a marked target causes them to explode dealing X damage in a 6 meter radius and marks the enemies caught in the explosion. | 5s
Killing an enemy with a critical shot teleports you to the target's location, dealing 1,578,610 damage and applying Slow to enemies within a 5 meter radius for 2 seconds. | 1s
Successful shots connect you to an enemy healing you for 18,205 and dealing 608,684 damage to the enemy every 0.5 seconds. The effect lasts 4 seconds. | 4s
Criticial Shots detonate the enemy's bones and turning them into shrapnel that deals 3,546.480 damage and inflicts Bleed on enemies within a 5 meter radius. | 3s
Golem: While the skill is active, using your Melee skill while sprinting creates a Golem clone that jumps towards the nearest enemy and deals 300% damage of the Melee skill damage within a 3 meter radius. | 5s
Golem: The skill throws a debris bomb in the direction of a random enemy every 1.5 seconds that deals X damage. Every enemy that is hit by a rock fragment from the debris bomb receives 30% more Melee damage for 3 seconds. Effect doesn't stack.
Impale: Enemies killed by the skill create a protective sphere around them. While inside the sphere, you receive a 20% bonus to either Firepower or Anomaly Power depending on which is higher, that lasts 3 seconds after leaving the sphere. This bonus is reduced to 10% for your allies.
Reflect Bullets: Damage blocked by the skill is released as a damaging Anomaly disc that rotates around the player. The damage dealt is increased dependent on amount of damage blocked by the skill.
Thermal Bomb: Exploding targets leave behind a patch of burning ground. All enemies within this area are afflicted with Burn and will receive [60% of Anomaly Power] damage over 5 seconds.
Overheat: Consuming statuses loads your weapon with an Anomaly projectile that will be launched with the next shot. The projectile explodes within a 4 meter radius, dealing X damage which is increased by 5% with each status consumed. Stacks up to 10 times.
Thermal Bomb: Your next successful shot after using the skill deals X damage in a 1.5 meter radius. Killing an enemy with the skill grants a 30%Anomaly Power bonus for 3 seconds.
Blighted Rounds: When the skill is active receive a Weapon Damage or Anomaly Power bonus equal to 15% of your status power, based on whichever is higher.
Cryo Turret: Deployed turret is surrounded with a 10 meter Anomaly sphere that grants you and your allies a 15%Resistance bonus. Every 6 seconds a random status will be removed from you and your allies within the sphere.
Borrowed Time: Killing enemies while Borrowed Time is active reduces incoming Weapon Damage by 10% and Anomaly Damage by 10% for 10 seconds. Buff is removed at the end of the skill. Stacks up to 4 times.
Borrowed Time: Receive a 6% damage bonus against Elites every 3 seconds while the skill is active. Bonus stacks uo to 30% and is removed when the skill ends.
Venator's Knife: Damaging an enemy marked by the skill also activates the effect on other marked targets within a 6 meter radius, dealing 50% of the initial damage.