- This article may be outdated. Please check the Patch Notes for more details.
Modules are crafted or dropped items that can be added to weapons and abilities to improve their features.
Each weapon or ability can have up to three module slots: Red, Blue, or Yellow. Modules of a certain color go in their corresponding slots.
In addition to the primary color modules, there are also mixed-colored modules that can fit into two different primary background-color slots:
- Purple modules can be slotted Red or Blue slots
- Orange modules can be slotted into Red or Yellow slots
- Green modules can be slotted into Yellow or Blue slots
Rarity & Effect
The rarity of a module is very important because it increases the magnitude of its effects. For example, a Common-rarity Rapidfire Module will increase rate of fire by 5%, whereas an Epic-rarity one will increase rate of fire by 12.5%.
For details, see Ability Modules
|Deployment||Deployment||Fast Deploy||-||-||Force Deploy||Ranged Deployment||Wide Deploy|
For details, see Weapon Modules
|Rate of Fire||Mag Size||Range||Chargeup||Accuracy||Radius|
|Rate of Fire||Rapidfire||Carnage||Accelerated||Blazing||Balanced||Fusillade|
- All modules stack additively.
- For positive stats (e.g. Rate of Fire), the final multiplier of the stat is 1 + X, where X is the stat change from modules. For example, equipping two modules in a weapon, one increasing magazine size by 50% and the other by 30%, would result in a 1 + 0.5 + 0.3 = 1.8 multiplier for the magazine size.
- For negative stats (e.g. Cooldown Reduction), the final multiplier of the stat is 1 / (1 - X), where X is the stat change from the modules. For example, equipping two modules in an ability, one decreasing cooldown by 10% and the other by 20% would result in a 1 / (1 - (-0.1 + -0.2)) = 1 / 1.3 = 0.769 multiplier for the cooldown.
Some equipment that you find comes with modifiers that act as a built in module, but not taking up any module slots. See Prefix to find out more.