Weapon Mods in Remnant: From the Ashes are components that grant active abilities which can be used in and out of combat. These Mods provide a variety of effects including dealing damage, healing, buffing players and more. Most Mods can be freely slotted in and out of standard Weapons, while the unique Boss Weapons have their own Mods that cannot be removed. Weapon Mod abilities require Mod Power to use, which is generated by attacking enemies. This page covers all information on Weapon Mods in Remnant: From the Ashes.
Click to jump to a specific section of the page
Remnant: From the Ashes Weapon Mods Overview
Each standard Weapon in Remnant comes with a Weapon Mod slot where you can equip a single mod from your collection.
The unique Boss Weapons come with pre-installed mods that cannot be removed, but generally have more powerful effects.
Mods can be freely swapped at any time, even in the midst of combat although this is generally not recommended as the game does not pause even while in the menu.
Equipping mods onto weapons will change their appearance depending on the world or enemy type the mod was acquired from. Each world has a prevalent theme which is reflected in the weapon's appearance once a mod from that world is slotted in:
The above images depict the Assault Rifle with varying looks granted by different weapon mods.
Mods require Mod Power in order to use their abilities. Mod Power is generated primarily by landing hits on enemies with the weapon whose mod you wish to charge. A Mod's charge level is indicated by the outer circle of the mod's icon on the bottom right of the HUD. This circle fills up as you deal damage to enemies.
Some mods can also hold multiple charges at once which will be indicated by a charge counter on the top-right of the mod's icon. Mod Power can also be generated via other means such as passive effects granted by Traits, Armor, Amulets and Rings. Touching Checkpoint Crystals will fully recharge most mods. Note that when swapping mods on a weapon, they will be completely emptied and will require charging before you can use them. For this reason, it is best to swap mods and/or weapons at a Checkpoint Crystal.
Once a mod is charged, players can press the cast button to activate its effects. These effects vary widely, and activation methods can differ from mod to mod as well. Some mods are cast immediately, while some allow you to hold down the cast button to lock-on to targets. Many mods also act as alternate firing methods for the Weapon they are equipped in and activating them swaps the weapon's firing mode, allowing the user to manually aim and fire the mod's ability.
Refer to each mod's individual page for details on their effects, activation mechanisms and more.
Mod-crafting materials are typically obtained by defeating Bosses, although some are also obtained by completing certain objectives. Crafting Mods also requires Lumenite Crystals and scrap. Lumenite Crystals are acquired by defeating Elites which spawn randomly throughout the overworld and in dungeons. Their arrival is signified by a single sharp chime.
A Weapon Mod's effectiveness is primarily affected by the level of the Weapon that the mod is slotted into. The higher the Weapon Level, the better the mods attached perform. What parameters are affected by Weapon Level varies from mod to mod. Some will have their damage increased, while others will have their duration extended, among many variables. Mods are also affected in various ways by your Traits and equipment. Each mod's individual page lists all mod effects and their modifiers.
Quick Search of all Weapon Mods in Remnant: From the Ashes
|Surrounds the caster with a magical shield absorbing 50% of their Max Health in damage from incoming attacks and prevents getting staggered. Lasts 15 seconds. 10 seconds cooldown.||Base Game|
|Creates a 2.3 meter healing pool that regenerates 10 Health per second. Lasts 10 seconds.||Base Game|
|Shoots a projectile that summons a RATTLE WEED upon impact with 200 Health and draws aggro on enemies within 10 meters. Lasts 10 seconds. Does not affect powerful enemies. (Max 1)||Base Game|
|Reduces Melee damage taken from enemies by 20%, reflects 120% of Melee damage taken, and reduces stagger on hit. Lasts 60 seconds.||Base Game|
|Ammunition is imbues with flame dealing FIRE damage which is increased by 15%. Shots also have a 100% chance to apply the BURNING effect, dealing 100 FIRE damage over 10 seconds. Lasts 15 seconds.||Base Game|
|Marks all enemies within 35 meters for the caster and their allies. Crit Chance against marked enemies is increased by 10%. Lasts 30 seconds.||Base Game|
|Summons a ROOT HOLLOW that deals 50 damage per hit. Lasts 30 seconds. (Max 2)||Base Game|
|Fires a volley of 6 Radioactive projectiles that bounce off of the environment and deal 35 RADIATION damage each.||Base Game|
|Discharge 7 radioactive projectiles that will seek towards enemies within 20 meters and deal 30 RADIATION damage each.||Base Game|
|Generates a 5 meter impenetrable energy field. Heroes standing inside the energy field can shoot outward. Lasts 10 seconds.||Base Game|
|Fires a large spike that deals 125 damage, 300% additional stagger damage, and applies BLEEDING effect dealing 600 damage over 20 seconds.||Base Game|
|Projects a 25 meter aura that moves with the caster. All allies standing in that aura will have all of their damage dealt increased by 10%. Lasts for 30 seconds.||Base Game|
|Projects a 5 meter aura that moves with the caster and applies CORRODED stacks over time. Each stack reduces enemy defense by 5%. Max 5 stacks. Lasts 30 seconds.||Base Game|
|Teleports the caster forward up to 13 meters and creates an electrical blast that deals 210 SHOCK damage within 3 meters.||Base Game|
|Unleash insects that will seek after enemies within 20 meters and repeatedly attack dealing 5 CORROSIVE damage per hit. Lasts 15 seconds.||Base Game|
|Conjures an electrical storm centered around the caster which discharges lightning strikes that deal 40 SHOCK damage to nearby enemies within 35 meters and reduces incoming damage by 50%. Lasts 12 seconds.||Base Game|
|Summons a WASTELAND SKULL which shoots projectiles that deal 40 damage per hit. Lasts 60 seconds. (Max 2)||Base Game|
|Fires a projectile that deals 20 CORROSIVE damage within 2.5 meters releasing an insect cloud that lasts for 12 seconds. Spreads to nearby enemies.||Base Game|
|If charged upon death, the wielder will be revived with 50% Health. They will also take 10% less damage and be immune to STATUS effects for 5 seconds. 5 minutes cooldown.||Base Game|
|Fires a projectile that deals 65 SHOCK damage and applies the OVERLOADED effect. Overloaded enemies will trigger an explosion when they get within 4 meters from each other dealing up to 325 SHOCK damage within a 5 meter.||Base Game|
|Projects a 20 meter aura that moves with the caster and reduces incoming damage to all allies standing in the aura by 15%. Lasts 30 seconds.||Base Game|
|Spews flames that will ignite targets with the BURNING effect dealing 100 FIRE damage over 10 seconds.||Base Game|
|Summons a full automatic TURRET that shoots at 5 rounds per second and deals 5 damage per hit. Lasts 30 seconds. (Max 2)||Base Game|
|Fires an explosive round that deals up to 240 damage to enemies within 4 meters.||Base Game|
|Shoots an arcing fireball that deals 25 FIRE damage and ignites enemies with the BURNING effect within 2 meters, dealing 300 FIRE damage over 10 seconds.||Base Game|
|Launches a projectile which summon a TENTACLE. Tentacles deals 75 SHOCK damage, steals 1.25% of the hero's Max Health per hit, and apply the OVERLOADED effect. Lasts 30 seconds. (Max 2).||Base Game|
|Fires an explosive round that deals 25 ROT damage within 3 meters and will leave a deadly gas cloud that slows enemies and lasts for 7 seconds.||Base Game|
|Fires a projectile which deals 50 damage and opens a gravity well for 5 seconds. Once unstable it explode dealing up to 500 damage within 5 meters. Adds 300 damage per enemy and divides total damage among all enemies.||Base Game|
|Fires a projectile that banishes enemies into another dimension for 4 seconds. When they return, they'll take 1.25x the damage from the Repulsor's primary fire for 8 seconds. Powerful enemies won't be banished, but will take increased damage from the Repulsor.||Base Game|
|Fires 4 beetles that will fly towards enemies within 10 meters, land on them, and steal 50 health over 5 seconds. Once full, they will fly back and heal the hero.||Swamps Of Corsus|
|Enter a rift for 2.8 seconds leaving a summoned CLONE behind which draws aggro within 12.5 meters. The caster is invulnerable and their Movement Speed is increased by 30%. Upon exiting, the clone explodes dealing 250 damage within 5.5 meters. Does not affect powerful enemies. 15 second cooldown. (Max 1).||Swamps Of Corsus|
|Unleash a rapid burst of 12 quills. Press F again to detonate dealing 15 CORROSIVE damage each within 2.5 meters. Overcharge quills by shooting an enemy with quills attached until they glow, then detonate increasing the damage to 30 CORROSIVE damage each.||Swamps Of Corsus|
|Summons a BEETLE that will rush towards enemies and explode dealing 160 CORROSIVE damage within 4 meters. Lasts 30 seconds. (Max 3)||Swamps Of Corsus|
|Summons a VERY GOOD BOY that deals 80 damage per bite. Pet the dog to increase his damage dealt by 5% for 60 seconds. Lasts 60 seconds. (Max 1)||Base Game|
|Throw a fan of 7 knives that deal 20 damage each and apply the BLEEDING effect dealing 200 damage over 20 seconds. Max 2 Charges.||Subject 2923|
|Fires a projectile that deals 10 FROST damage, releases a freezing cloud that lasts 10 seconds, and applies FROSTBITE to enemies within 3 meters. Applies 3 FROSTBITE stacks on a direct hit.
Players walking through the cloud will take damage and FROSTBITE buildup.
|Cast a storm cloud that rains icicles as it travels forward up to 30 meters. Icicles deal 30 FROST damage each and apply FROSTBITE to enemies within 2 meters.||Subject 2923|
|Throws an ice spear that deals 50 FROST damage within 3.5 meters and applies 3 stacks of FROSTBITE. Direct hits apply the FROZEN effect.||Subject 2923|
|Fires a large powerful beam that penetrates through enemies dealing 180 for a single charge. Multiple charges increase damage dealt, recoil, and beam thickness per charge. 5 stacks.
Passive: Charges increase primary fire rate. Mod power slowly drains after 2 seconds of not dealing damage.
|Spews 11 fireballs that deal 15 FIRE damage within 2 meters each and ignites enemies with BURNING effect dealing 100 FIRE damage over 10 seconds.||Subject 2923|