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Home » Warborne: Above Ashes » Guides » Warborne: Above Ashes – MODs Guide

Warborne: Above Ashes – MODs Guide

This guide will go over everything about MODs in Warborne: Above Ashes. You will learn when you unlock them, how to obtain, and how to use them with your equipment. It will also go into the specifics effects of how MODs can affect your gear.

Warborne: Above Ashes - MODs Guide

MODs are a big part of increasing your Drifter’s effectiveness in Warborne: Above Ashes. Once you reach midgame content, these can be attached to your equipment to grant various benefits. The effects can range from increasing basic attack damage to restoring your and your party’s HP when using a skill. In this guide, I will go over everything you need to know about MODs, including how to unlock and use them, and what benefits you can get out of them.

1. How to Unlock MODs

In order to unlock the ability to use MODs, you simply need to level your Drifter to level 30. As soon as you reach it, the game will display a brief tutorial on what you need and where to make them. It also mentions melding and recalibrating them, which this guide will go into further detail on later.

2. How to Get MODs

Once you’ve unlocked the feature, there are a couple of steps that you will need to take in order to actually obtain a MOD. You will likely need to go through this process several times in order to get a full set that you will want.

1. How to Get a MOD Core

MOD Cores are the material required to create a MOD. There are a few ways to obtain these, and you will need one Core per Mod.

  1. Bought from a Rift Merchant – the cost is 125 Void Energy per MOD Core
  2. Bought from a Veinhold Merchant – the cost is 2000 Veinhold Medals each
  3. Faction Store (5 per week) – the cost is 8000 Faction Medals each
  4. Merit Vault – the cost is 100 Season Merit
  5. You can get several as Mid and End-of-Season Settlement rewards, depending on your ranks
  6. Can drop from Tier VIII or higher crates
  7. Can drop from bosses and firebombs
  8. Can be bought in the Auction House
  9. Interacting with the MOD Machine for the first time will grant one for free as a Survival Guide Side Quest reward

2. How to Use the MOD Machine

Once you have gotten at least one MOD Core, you can take it to the MOD Machine to create a MOD. There is no limit to how much you can use this outside of how many Cores you have.

  1. The machine can be found at the southeastern end of the Underground Bazaar
  2. Interact with it to open the Machine’s menu, then press Produce to make your MOD
The MOD Machine location

The MOD Machine is next to the Rift Merchant

3. Possible Production Results

Unfortunately, you have no way of choosing what MOD you’re going to end up getting, as the end result is completely random. There are a few different factors that are randomized when making your MOD:

  • Quality – MODs can be Rare, Epic, or Legendary quality
  • Equipment Slots – your MOD will either be for your weapon or your armor — Legendary MODs can be for a specific armor slot or weapon type
  • Effect – there are several different effects that your MOD can give you once it’s equipped
  • Effect Power – each of the effects has a range for how powerful they are
  • Perfection – A number showing how well your effects rolled — the higher each effect on the piece rolled, the closer this number will get to 100%
A couple of examples of MODs created

At the bottom of the description, you can see its Perfection rating

3. How to use MODS

Once you have your MODs, equipping them is simple. All you have to do is attach them to your gear through your Loadout menu.

  1. Open your Equipment menu — you will see a small square next to each piece of gear to place a MOD
  2. Click on each square to see which MODs are available for that slot, and equip them accordingly
  3. Note that you cannot equip multiple copies of a MOD in different slots
  4. You can swap your MODs around as much as you want once you have them — they will not get destroyed if you unequip them
A couple of examples of MODs created

There are different MODs for weapon and armor slots

4. Can You Lose Your MODs?

Luckily, once you obtain a MOD, there is no way that you can be forced to lose it, and they will never disappear. Even if you die in places that punish you with losing part of your inventory, your MODs won’t be affected.

  • MODs are placed in their own separate inventory, so they are not affected by anything that might force you to drop or lose inventory
  • The only way to ‘lose’ a MOD is if you use it to Synthesize a higher quality one

5. MOD Machine Functions

Creating MODs isn’t the only function of the MOD Machine. It has a couple of other ones that can help you with getting the MODs that you desire, reducing some of the chance required to get your preferred set.

1. Synthesis

Synthesis can be used to fuse some of your lower-quality MODs in order to create a more powerful one.

  • Synthesis requires 4 Rare MODs, or 3 Epic MODs
  • Completing a Synthesis will create a MOD of the Quality higher than the ones used
  • While the Quality is guaranteed, all of the other factors of the created MOD are still randomized

2. Attribute Recalibration and How to Get MOD Calibrator

If you have a Legendary MOD, you can choose to recalibrate it, potentially making it more powerful than it was when you first got it.

  • You will need a MOD Calibrator in order to Recalibrate
  • The only way to get MOD Calibrators is to purchase them from the Merit Vault for 250 Season Merit each. You get access to the Vault after phase 2.4 and 4.1.
  • Recalibrating a MOD will completely reroll its attributes — this means they can turn out either better or worse than before
  • Once you have Recalibrated, you will be given a choice to either keep the new results or stick to what you had before
Mod Calibrator Warborne

Mod Calibrator in Merit Vault

6. List of MODs

Below is a list of all of the MODs available in Warborne: Ashes Above.

MODQualitySlotEffect
AbsorbEpicArmorWhen taking direct damage from skills, has a (6%–30%) chance to restore (1.6%–8%) HP and (6–30) MP. Trigger Interval: 30s
AdvanceRareWeaponPhysical Damage increased by 0.6%-3%
AggressionEpicArmorWhen gaining a Shield, (8%-40%) chance to increase Basic Attack Critical Rate by (2%-10%) for 4s. Cooldown: 30s
AnnihilateLegendaryWeapon (Daggers)Against targets below 40% health, Basic Attacks have a (15%–30%) chance to deal additional Physical Damage (20%–100%) and apply 2 stacks of Bleed. Trigger Interval: 15s. Bleed deals 30% Physical Damage every second for 8s, stacking up to 6 times; at max stacks, causes Hemorrhage, removing all stacks and instantly dealing 100% Physical Damage.
ArmorRareArmorIncreases Armor by 4.8-24
Armor BreakerEpicWeaponWhen weapon skills deal direct Physical Damage, has a (8%-40%) chance to modify the target’s Armor by (-4%- -20%) for 6s. Trigger Interval: 30s
BarrierEpicArmorWhen taking direct damage from skills, has a (7%–35%) chance to gain Target-based Max HP (3%–15%) Shield Points for 4s. Cooldown: 30s
BlessingLegendaryWeapon (Radiant Flux)When weapon skills or Basic Attacks apply direct healing to allies, has a (15%–30%) chance to increase target’s Damage Resistance by (5%–25%) for 5s. Cooldown: 15s
BloodgrudeLegendaryWeaponWhen dealing Direct Damage with a Weapon Basic Attack or Skill, (8%-40%) chance to gain 1 stack of a (1.2% damage boost buff for every 10% of missing HP, The buff lasts 6s and stacks up to 5 times. Cooldown: 20s
CounterLegendaryArmorWhen taking direct damage from Basic Attacks, has a (6%-30%) chance to trigger: for the next 5 seconds, any direct damage from Basic Attacks reflects (16%-80%) Magic Damage to the attacker and modifies their Armor by (-4% – -20%) for 4s. Cooldown: 25s
CurseLegenaryWeapon (Voidcaller)When weapon skills or Basic Attacks inflict DoT effects on enemies, has a (15%–30%) chance to inflict 2 stacks of Plague. Trigger Interval: 21s. Plague deals (8%–40%) Magic Damage every 3s for 13s. Stacks up to 10 times.
DeceptionLegendaryArmor (Boots)When using Boot skills, has a (12%-60%) chance to leave an immobilizing trap; when enemies trigger it, deals (16%–80%) Physical Damage and immobilizes enemies in range for (0.4-2)s. Cooldown: 20s
DetonateLegendaryWeapon (Bow)When arrows deal direct damage, has a (15%–30%) chance of creating an explosion at the target location dealing (20%–100%) Physical Damage and applying Target Mark. Cooldown: 10s
Divine BlessingLegendaryArmor (Boots)When using Boot skills, has a (12%-60%) chance to restore (1.3%–6.5%) HP and becomes immune to control effects for (0.4-2)s. Cooldown: 20s
DominateEpicWeaponWhen weapon skills or Basic Attacks deal Direct Damage to enemies under Hard Control effects (Stun, Fear, Freeze, Knockup, Petrify), there is a (17%–35%) chance to reduce their Damage Resistance by (-3%– -15%) for 4s. Cooldown: 30s.
DrainEpicWeaponWhen inflicting a DoT with a Weapon Basic Attack or Skill, (8%-40%) chance to recover (2%-10%) HP. Cooldown: 30s
EarthquakeLegendaryWeaponWhen a weapon skill inflicts Hard Control effects (Stun, Fear, Freeze, Knockup, Petrify) or Pull effects, it has a (22%–45%) chance to create an earthquake at the target’s location. After a 1.5-second delay, it deals (8%–40%) Physical Damage and applies Stun for (0.3–1.5)s. Cooldown: 30s.
Earthquake (Update)LegendaryArmorWhen a weapon skill inflicts Hard Control effects (Stun, Fear, Freeze, Knockup, Petrify) or Pull effects, it has a (9%–45%) chance to create an earthquake at the target’s location. After a 1.5-second delay, it deals (16%–40%) Physical Damage and applies Stun for (0.3–1.5)s. Cooldown: 30s.
EmulationEpicArmorWhen critically hit, has a (20%–40%) chance to increase the Critical Rate of Basic Attacks by (10%–50%) for 5s. Cooldown: 30s
Flame BlastLegendaryWeapon (Flame Blast)When weapon skills or Basic Attacks deal direct damage, has a (15%–30%) chance to trigger a flame explosion at the target location that deals (20%–100%) Magic Damage to all enemies within 4 m and inflicts 2 stacks of Burn: deals (20%–100%) Magic Damage every second for 8s, stacking up to 6 times; at 6 stacks, removes the effect and deals (20%–100%) Magic Damage to enemy targets within 4m of the carrier. Cooldown: 15s
FootworkEpicArmorWhen dodging a Basic Attack, (10%-50%) chance to heal for (1.6%-8%). Cooldown: 20s
FortifyEpicWeaponWhen Basic Attacks deal direct damage, has a (15%–30%) chance with melee weapons and (7.5%–15%) chance with ranged weapons to gain Target-based Max HP (3%–15%) Shield for 4s. Cooldown: 30.
FortuneLegendaryArmorWhen taking damage equal to more than 20% of Max HP within 2s, (8%-40%) chance to recover (1%-5%) HP and gain Damage Immunity for (0.3-1.5). Cooldown: 30s
FrenzyEpicArmorWhen taking direct damage from Basic Attacks, has a (20%–40%) chance to increase Attack Speed by (8%–40%) for 5s. Trigger Interval: 30s
HasteEpicWeaponWhen casting weapon skills, has a (20%–40%) chance to increase Cooldown Speed by (3%–15%) for 4s. Cooldown: 30s
ChargeEpicWeaponWhen weapon skills deal direct damage, has a (15%–30%) chance to restore (10–50) MP. Cooldown: 10s
Charge UpLegendaryArmor (Chest)When using Chest skills, has a (12%-60%) chance to deal (26%-130%) Physical Damage after a delay to nearby enemies and increase Atttack Speed by (-12% – -60%) for 6s. Cooldown: 10s
Ice BlastLegendaryWeapon (Ice Focus)When weapon skills or Basic Attacks deal direct damage, has a (15%–30%) chance to trigger a frost explosion at the target location that deals (10%–50%) Magic Damage to all enemies within 4 m and inflicts Frost: Movement Speed is reduced by 40% for 4s; slow gradually diminishes over time. Cooldown: 20s
IntimidateLegendaryArmor (Chest)When using Chest skills, deals (12%–60%) Magic Damage to nearby enemies and reduces their Movement Speed by (-6%– -30%) and their damage dealt by (-3%– -15%) for 4s. Cooldown: 10s
Magic ArmorRareArmorIncreases Magic Resistance by 4.8-24
Magic BreakEpicWeaponWhen weapon skills deal direct Magic Damage, has a (17%–35%) chance to modify the target’s Magic Resistance by (-4%– -20%) for 4s. Cooldown: 30s
Magic ResistanceEpicArmorWhen hit by Magic Damage, has a (17%–35%) chance to increase Magic Resistance by (8%–40%) for 4s. Trigger Interval: 30s
MuzzleLegendaryArmorWhen taking Direct Damage from skills, has a (6%-30%) chance to deal (12%-60%) Magic Damage to all enemies within the damage source’s range, drain (5-25) MP, and reduce the damage they deal by (-4% – -20%) for 4s. Cooldown: 30s
NimblenessEpicWeaponWhen landing a Basic Attack crit, (12%-60%) chance to increase Dodge by (6%-30%) for 6s. Cooldown: 20s
Pain ReliefLegendaryArmor (Chest)When using Chest skills, has a (12%-60%) chance to restore (1.6%–8%) HP and (10–50) MP to nearby allies. Cooldown: 10s
Physical ResistanceEpicArmorWhen taking direct Physical Damage, has a (7%–35%) chance to increase Armor by (8%–40%) for 4s. Trigger Interval: 30s
Piercing ChillEpicWeaponWhen inflicting Hard Control Effects (Stun, Fear, Freeze, Knockup, Petrify, Sleep) with a Weapon Skill, (9%-45%) chance to lower the enemy's Healing Recienved by (-5% - -25%) for 6s. Cooldown: 20s
ProtectionLegendaryArmor (Boots)When using Boots Skills, the character gains an additional Target-based Max HP (4%–20%) Shield Value for 4s. Cooldown: 20s
PsycheRareArmorIncreases Max MP by (4-20)
PunishEpicArmorWhen taking direct damage from Basic Attacks, has a (10%–20%) chance with melee weapons and (20%–40%) chance with ranged weapons to increase the attacker’s Attack Speed by (-8%– -40%) for 4s. Trigger Interval: 30s
PursuitEpicWeaponWhen dealing direct damage with Basic Attacks, has a (6%–30%) chance with melee weapons and (3%–15%) chance with ranged weapons to modify the target’s Movement Speed by (-7%– -35%) for 4s. Trigger Interval: 10s
RavageEpicWeaponWhen scoring a Critical Hit, has a (8%–40%) chance to modify the target’s Damage Resistance by (-2%– -10%) for 4s. Cooldown: 30s
ReboundEpicArmorWhen taking direct damage from Basic Attacks, has a (10%–20%) chance with melee weapons and (15%–30%) chance with ranged weapons to grant a buff for 5s that deals (40%–200%) Physical Damage to the attacker. Trigger Interval: 25s
RelentlessnessEpicArmorWhen gaining a Shield, (8%-40%) chance to increase Skill Critical Rate by (1%-5%) for 4s. Cooldown: 30s
RendLegendaryWeaponWhen dealing Direct Damage with Basic Attacks, has a (12%-60%) chance to deal (20%-100%) additional Physical Damage to the target and reduce Movementtt Speed by (-10%- -50%) for 2s. Cooldown: 20s
ResolveLegendaryArmorWhen affected by Hard Control effects (Stun, Fear, Froze, Knockup, Petrify, Sleep), there is a (8%-40%) chance to immediately remove all control effects on self and increase Crowd Control Resistance Rate by (5%-25%), lasting for (0.8-4). Triggering this effect will put it on a 20-second Cooldown
RetributionLegendaryWeaponWhen weapon skills deal direct damage, there is a (6%–30%) chance to trigger an explosion at the target location, dealing (10%–50%) Magic Damage and increasing Damage Resistance by (-2%– -10%) for 6s. Trigger Interval: 30s
RetrofitLegendaryWeapon (Firearm)When weapon skills or Basic Attacks deal direct damage, has a (15%–30%) chance to reload 1 bullet and increase Basic Attack Damage by (10%–50%) for 5s. Cooldown: 15s
RoarLegendaryArmorWhen affected by hard control effects (Stun, Fear, Freeze, Knockup, Petrify), has a (17%–35%) chance to cast a Bellow that deals (20%–100%) Physical Damage to nearby enemies and inflicts Fear for 1.5s. Cooldown: 30s
Roar (Update)LegendaryArmorWhen affected by hard control effects (Stun, Fear, Freeze, Knockup, Petrify), has a (8%-40%) chance to cast a Bellow that deals (20%–100%) Physical Damage to nearby enemies and inflicts Fear for 1s. Cooldown: 20s
ShadowstepLegendaryWeaponWhen using a Weapon Skill, (8%-40%) chance to reduce the CD of weapon-exclusive skills by (0.8%-4%). Cooldown: 30s
SynergyLegendaryWeapon (Spear)When scoring a Basic Attack Critical Hit, has a (7%-35%) chance to increase Attack Speed by (6%-30%) for 6s. Cooldown: 20s
TacticsRareWeaponMagic Damage increased by 3%-5%
UpperhandEpicWeaponWhen dealing direct damage with Basic Attacks, has a (17%–35%) chance to increase Basic Attack Damage by (7%–35%) for 6s. Trigger Interval: 30s
Valor ForceEpicArmorWhen affected by Hard Control effects (Stun, Fear, Freeze, Knockup, Petrify, Sleep), has a (7%-35%) chance to increase Crowd Control Resistance by (5-25) for 6s. Cooldown: 30s
VitalityRareArmorIncreases Max HP by 60-300

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Warborne: Above Ashes