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This guide lists all of the available Mods in Once Human. Read on and check out the full list of mods, a guide to mod enhancements, tier mods and mod conversion explained, what mods are, and how to get them!
List of Contents
Mod | Tier | Core Effect | Gear Slot |
---|---|---|---|
Blaze Amplifier | IV | Every stack of Burn grants +2.5% Psi Intensity DMG. |
• Masks |
Blaze Amplifier | V | Every stack of Burn grants +3% Psi Intensity DMG. |
• Masks |
Blaze Blessing | IV | When defeating an enemy affected by Burn, recover 5% HP |
• All Weapons |
Blaze Blessing | V | TBA |
• All Weapons |
Blitzkrieg | IV | Fast Gunner stacks +4 and additional Fire Rate +0.8% for each stack. |
• Masks |
Blitzkrieg | V | Fast Gunner stacks +5 and additional Fire Rate +1% for each stack. |
• Masks |
Bombardier Souvenir | V | When triggering Unstable Bomber, automatically refill 10% of your magazine. |
• All Weapons |
Bounce Rampage | V | Bounce deals more DMG as more targets are hit, up to DMG +45% |
• All Weapons |
Bullet Siphon | IV | Every 5 bullets consumed in the magazine grants +4% Weapon DMG, capped at 20%. |
• Bottoms |
Bullet Siphon | V | Weapon DMG +5%. Every 5 bullets consumed in the magazine grants +4% Weapon DMG, capped at 20%. |
• Bottoms |
Burning Wrath | V | Triggering Burn has a 25% chance to grant +1 Burn stack(s). |
• All Weapons |
Covered Advance | IV | Taking no DMG within 6s grants +16% Melee, Weapon, and Status DMG for 30s. The effect resets when the duration ends. |
• Shoes |
Covered Advance | V | Taking no DMG within 4s grants +20% Melee, Weapon, and Status DMG for 30s. The effect resets when the duration ends. |
• Shoes |
Cowboy | V | After reloading when the magazine is empty, Fast Gunner trigger chance 100% (based on the weapon's Trigger Chance) for 5s. When Fast Gunner reaches max stacks, the duration is increased by 5s. |
• All Weapons |
Crit Amplifier | IV | Crit Rate +5%, Crit DMG +15% |
• Gloves |
Crit Amplifier | V | Crit Rate +10%, Crit DMG +15% |
• Gloves |
Crit Boost | I | Crit Rate +3.0% |
• All Weapons |
Crit Boost | II | Crit Rate +6.0% |
• All Weapons |
Crit Boost | III | Crit Rate +9.0% |
• All Weapons |
Crit Boost | IV | Crit Rate +12.0% |
• Gloves |
Crit DMG Enhancement | I | Crit Rate +2.0%, Crit DMG +4.0% |
• All Armor |
Crit DMG Enhancement | II | Crit Rate +2.0%, Crit DMG +8.0% |
• All Armor |
Crit DMG Enhancement | III | Crit Rate +2.0%, Crit DMG +12.0% |
• All Armor |
Critical Rescue | IV | DMG Reduction 16% and Healing Received +16% when HP is below 30%. |
• Tops |
Critical Rescue | V | DMG Reduction 20% and Healing Received + 20% when HP is below 30%. |
• Tops |
Deadshot | IV | Each Crit Hit by non-melee weapons grants +4% Crit DMG, up to 36%. The effect is removed upon the next reload. |
• Bottoms |
Deadshot | V | Each Crit Hit by non-melee weapons grants +5% Crit DMG, up to 45%. The effect is removed upon the next reload. |
• Bottoms |
Delayed Blast | V | Before the bomb explodes, for every 5 hits taken, the bomb's Ultimate DMG +25% |
• Masks |
Deviation Expert | IV | Range -25%, Fire Rate +10%, Status DMG +16% |
• Helmet |
Deviation Expert | V | Range -25%, Fire Rate +10%, Status DMG +20% |
• Helmet |
Durable Territory | V | Every enemy defeated while in Fortress Warfare state will extend the effect by 5s (up to 5 times for every Fortress Warfare) |
• All Weapons |
Elemental Havoc | IV | Elemental DMG +10%. When HP is above 90%, +5% additionally. |
• Helmet |
Elemental Overload | IV | Element DMG (Blaze, Frost, Shock, Blast) +15% |
• Gloves |
Elemental Overload | V | Element DMG (Blaze, Frost, Shock, Blast) +18% |
• Gloves |
Embers | V | When Burn is removed, stacks only -50% |
• All Weapons |
Enduring Shield | IV | When out of combat, gain 1 stack of Safe Haven for 5s, stacking up to 5 times. For every 5 damage received, remove 1 stack of Safe Haven to gain a 6% Shield for 3s. |
• Tops |
Enduring Shield | V | When out of combat, gain 1 stack of Safe Haven for 5s, stacking up to 5 times. For every 5 damage received, remove 1 stack of Safe Haven to gain a 8% Shield for 3s. |
• Tops |
Explosive Shrapnel | IV | The 20th Shrapnel is explosive and deald +240% DMG as a critical hit. |
• Masks |
Explosive Shrapnel | V | TBA |
• Masks |
Fateful Strike | IV | Cannot deal Weakspot DMG. Crit Rate +8% and Crit DMG +25%. |
• Helmet |
Fateful Strike | V | Cannot deal Weakspot DMG. Crit Rate +10% and Crit DMG +30%. |
• Helmet |
Ferocious Charge | IV | Killing enemies within 10 meters grants Melee, Weapon, Status DMG +16% for 8s. |
• Shoes |
Final Territory | IV | When Fortress Warfare ends, Weapon DMG +8%, Movement Speed +8% for 10s. |
• All Weapons |
Final Territory | V | TBA |
• All Weapons |
First-Move Advantage | IV | After reloading, Crit Rate +8%, Crit DMG +16% for 2s. |
• Helmet |
Flame Resonance | III | Status DMG +12.0% |
• All Weapons |
Flame Resonance | III | Status DMG +12.0% |
• All Armor |
Flame Resonance | V | Max Burn stack +2, Burn duration -20%. |
• All Weapons |
Frosty Blessing | V | When Frost Vortex disappears, restore 10% of HP. |
• All Weapons |
Gunslinger | IV | When in Fast Gunner state, Weakspot DMG +25%. |
• Masks |
Gunslinger | V | TBA |
• Masks |
Head Guard | V | When HP is above 70%, the head area is no longer a weakspot. |
• Tops |
Head-On Conflict | IV | Having enemies within 7 meters around you grants a 8% DMG Reduction. Taking melee DMG from enemies grants an extra 8% DMG Reduction for 5 seconds. |
• Tops |
Head-On Conflict | V | Having enemies within 7 meters around you grants a 10% DMG Reduction. Taking melee DMG from enemies grants an extra 10% DMG Reduction for 5 seconds. |
• Tops |
Healing Fortification | V | When using a healing shot, DMG Reduction +40% for 2s. |
• Tops |
Heavy Explosives | V | Unstable Bomber inflicts Heavy Attack. |
• All Weapons |
Lifeforce Boost | I | HP +4.0% |
• All Armor |
Lifeforce Boost | II | HP +6.0% |
• All Armor |
Lifeforce Boost | III | HP +8.0% |
• All Armor |
Light Cannon | V | TBA |
• Masks |
Lingering Frost | IV | The longer the duration of a Frost Vortex, the higher its final DMG, up to +48%. |
• Masks |
Lingering Frost | V | The longer the duration of a Frost Vortex, the higher its final DMG, up to +60%. |
• Masks |
Mag Expansion | IV | When reloading an empty magazine, Magazine Capacity +25% |
• Helmet |
Mag Expansion | V | When reloading an empty magazine, Magazine Capacity +25% |
• Helmet |
Melee Amplifier | I | Melee DMG +4.0% |
• Melee Weapons |
Melee Amplifier | I | Melee DMG +4.0% |
• All Armor |
Melee Amplifier | II | Melee DMG +8.0% |
• Melee Weapons |
Melee Amplifier | II | Melee DMG +8.0% |
• All Armor |
Melee Amplifier | III | Melee DMG +12.0% |
• Melee Weapons |
Melee Amplifier | III | Melee DMG +12.0% |
• All Armor |
Melee Momentum | IV | Melee DMG by +15%. After a melee kill, recover 25% of max Stamina. |
• Bottoms |
Momentum Up | IV | Fire Rate +8% for the first 50% of the magazine and Weapon DMG +25% for the next 50% of the magazine. |
• Helmet |
Momentum Up | V | Fire Rate +10% for the first 50% of the magazine and Weapon DMG +30% for the next 50% of the magazine. |
• Helmet |
Most Wanted | IV | Every time an enemy is marked, Attack +4% for 8s. Effect can stack up to 3 times. |
• Masks |
Most Wanted | V | Every time an enemy is marked, Attack +5% for 8s. Effect can stack up to 3 times. |
• Masks |
Munitions Amplifier | I | Weapon DMG +3.0% |
• Ranged Weapons |
Munitions Amplifier | I | Weapon DMG +3.0% |
• All Armor |
Munitions Amplifier | II | Weapon DMG +6.0% |
• Ranged Weapons |
Munitions Amplifier | II | Weapon DMG +6.0% |
• All Armor |
Munitions Amplifier | III | Weapon DMG +9.0% |
• Ranged Weapons |
Munitions Amplifier | III | Weapon DMG +9.0% |
• All Armor |
Munitions Amplifier | IV | Weapon DMG +12.0% |
• Gloves |
Not Throw Away Your Shot | V | Bounce can hit allies but deals no DMG and refills 1 bullet(s). |
• All Weapons |
Obliterate | IV | The more parts Shrapnel hits, the higher the Shrapnel DMG. Each part +15% |
• All Weapons |
Obliterate | V | The more parts Shrapnel hits, the higher the Shrapnel DMG. Each part +15% |
• All Weapons |
Point Detonation | IV | When Unstable Bomber hits only one enemy, Unstable Bomber final DMG +20%. |
• Masks |
Point Detonation | V | TBA |
• Masks |
Portable Territory | V | After leaving Fortress Warfare, the status will remain for 2s. |
• All Weapons |
Precise Strike | IV | Hitting a weakspot grants Weakspot DMG +10% for 3s. Effect can stack 3 times. |
• Helmet |
Precise Strike | V | Hitting a weakspot grants Weakspot DMG +12% for 3s. Effect can stack 3 times. |
• Helmet |
Precision Bounce | IV | The 6th Bounce is a Precision Bounce and deals +80% DMG as a critical hit. |
• Masks |
Precision Bounce | V | TBA |
• Masks |
Precision Charge | IV | For every 10% Weakspot hit rate of the previous magazine, Elemental DMG +3%, up to 18%, lasting for 10s. Reloading resets the calculation. |
• Bottoms |
Precision Charge | V | For every 10% Weakspot hit rate of the previous magazine, Elemental DMG +4%, up to 24%, lasting for 10s. Reloading resets the calculation. |
• Bottoms |
Precision Rush | V | When Fast Gunner is active, increase weakspot DMG while continuously shooting for 3s up to 45%. |
• All Weapons |
Quick Comeback | IV | When using a healing shot, Movement Speed +20% for 2s and refill the magazine from the inventory up to 70%. |
• Tops |
Quick Comeback | V | When using a healing shot, Movement Speed +20% for 2s and refill the magazine from the inventory up to 100%. |
• Tops |
Reckless Bomber | V | For every 1% Crit Rate, Unstable Bomber DMG +0.5% |
• All Weapons |
Recover Mark | IV | When defeating marked enemies, recover 15% HP and 25% Stamina. |
• All Weapons |
Recover Mark | V | When defeating marked enemies, recover 15% HP and 25% Stamina. |
• All Weapons |
Rejuvenating | IV | When HP is above 75%, a kill recovers 15% lost HP. |
• Tops |
Rejuvenating | V | When HP is above 60%, a kill recovers 15% lost HP. |
• Tops |
Reload Rampage | IV | After killing an enemy, refill 2 bullets from reserves (no more than 50% of the Magazine Capacity). Weapon DMG and Status DMG +5% until next reload. |
• Bottoms |
Reload Rampage | V | After killing two enemies, refill 2 bullets from reserves (no more than 50% of the Magazine Capacity). Weapon DMG and Status DMG +10.0%% until next reload. |
• Bottoms |
Resist Advantage | IV | When out of combat, gain 1 stack of 8% DMG Reduction every 5s. Effect can stack up to 5 times. 1 stack is removed when hit. |
• Tops |
Resist Advantage | V | When out of combat, gain 1 stack of 10% DMG Reduction every 5s. Effect can stack up to 5 times. 1 stack is removed when hit. |
• Tops |
Rush Hour | IV | Every 10% HP loss grants +3.2% Melee, Weapon, and Status DMG. |
• Shoes |
Ruthless Reaper | IV | After getting 2 kills(s), refill 80% of your magazine from your reserves |
• Shoes |
Secluded Strike | IV | Having no enemies within 7 meters around you grants +12% Weapon and Status DMG. |
• Shoes |
Secluded Strike | V | Having no enemies within 7 meters around you grants +15% Weapon and Status DMG. |
• Shoes |
Shattering Ice | IV | When an enemy at the center of the Frost Vortex is defeated, deal 40% Psi Intensity Ice DMG to enemies within 1m once. |
• All Weapons |
Shattering Ice | V | TBA |
• All Weapons |
Shield Breaker | V | When hitting a shielded enemy, Shrapnel DMG +60% for 1s. |
• All Weapons |
Shock Diffusion | V | When triggering Power Surge, apply the Power Surge status to 1 enemy(s) within 5m of the target (prioritizes enemies that are not affected by Power Surge Status) |
• All Weapons |
Shock Rampage | IV | Dealing Power Surge DMG grants +4% Power Surge Trigger Chance (based on weapon's Trigger Chance) for 5s. Effect can stack up to 4 times. |
• All Weapons |
Shock Rampage | V | Dealing Power Surge DMG grants +5% Power Surge Trigger Chance (based on weapon's Trigger Chance) for 5s. Effect can stack up to 4 times. |
• All Weapons |
Shoot Out | IV | When triggering Fast Gunner, Weapon DMG +1.2% for 10s, up to 20 stack(s). |
• All Weapons |
Shoot Out | V | When triggering Fast Gunner, Weapon DMG +1.5% for 10s, up to 20 stack(s). |
• All Weapons |
Shrapnel Carnage | V | The chance of Shrapnel hitting Weakspots is increased by 100.0%, with Weakspot DMG +25.0% |
• Masks |
Shrapnel Smash | V | Triggering Shrapnel grants Shrapnel Crit Rate +1% for 2s. Effect can stack up to 20 time(s). |
• All Weapons |
Slow and Steady | IV | Melee, Weapon, and Status DMG +8%. When HP is above 90%, grants +8% additional DMG. |
• Shoes |
Slow and Steady | V | Melee, Weapon, and Status DMG +10%. When HP is above 90%, grants +10% additional DMG. |
• Shoes |
Spreading Marks | V | When a marked enemy is defeated, The Bull's Eye will spread to 1 enemies within 15m. |
• All Weapons |
Static Shock | V | Power Surge duration -50.0%, and Power Surge DMG +20.0% |
• All Weapons |
Status Amplification | IV | When the magazine is empty, Status DMG +8% for 12s. Effect can stack up to 3 stacks. |
• Bottoms |
Status Amplification | V | When the magazine is empty, Status DMG +10% for 12s. Effect can stack up to 3 stacks. |
• Bottoms |
Status Enhancement | V | Status DMG +20.0% |
• Gloves |
Status Immune | V | When HP is lower than 60% purge all Deviated States (cooldown: 15s) |
• Tops |
Super Bullet | IV | Bounce Crit Rate +10%, Bounce Crit DMG +25% |
• All Weapons |
Super Bullet | V | TBA |
• All Weapons |
Super Charged | IV | Triggering Unstable Bomber grants Unstable Bomber DMG +4% for 3 seconds. Effect can stack up to 6 times. |
• All Weapons |
Super Charged | V | Triggering Unstable Bomber grants Unstable Bomber DMG +5.0% for 5 seconds, up to 10 stacks |
• All Weapons |
Surge Amplifier | V | Dealing Power Surge DMG grants Power Surge DMG +5% for 3s, up to 4 stack(s). |
• All Weapons |
Targeted Strike | IV | When hitting marked enemies, Crit Rate +8%, and Crit DMG +20%. |
• Masks |
Targeted Strike | V | When hitting marked enemies, Crit Rate +10%, and Crit DMG +25%. |
• Masks |
Three Strikes | IV | For the first three hits after reloading (not exceeding 50% of magazine capacity), Weakspot DMG +40% |
• Bottoms |
Three Strikes | V | For the first three hits after reloading (not exceeding 50% of magazine capacity), Weakspot DMG +50% |
• Bottoms |
Thunderclap | V | After triggering Power Surge 20 times, the next hit summons Celestial Thunder (Shock DMG of 200% PSI Intensity). |
• Masks |
Unbreakable | IV | Fortress Warfare Range -30%. While in Fortress Warfare state, Attack +12%. |
• Masks |
Unbreakable | V | Fortress Warfare Range -30%. While in Fortress Warfare state, Attack +15%. |
• Masks |
United We Stand | V | The more players inside Fortress Warfare, the greater the Weapon DMG bonus, up to 40%. |
• All Weapons |
Unstoppable | IV | Weakspot DMG +10% when a bullet hits a target more than 20 meters away. For every additional 1 meter(s) away from the target, Weakspot DMG +1%, up to 20%. |
• Bottoms |
Unstoppable | V | Weakspot DMG +20% when a bullet hits a target more than 20 meters away. For every additional 1 meter(s) away from the target, Weakspot DMG +1%, up to 20%. |
• Bottoms |
Vortex Multiplier | V | Max number of Frost Vortexes +1, Frost Vortex DMG +10% |
• All Weapons |
Vulnerability Amplifier | V | The Bull's Eye adds Vulnerability +8%. |
• All Weapons |
Weakspot DMG Boost | I | Weakspot DMG +5.0% |
• All Armor |
Weakspot DMG Boost | II | Weakspot DMG +10.0% |
• All Armor |
Weakspot DMG Boost | V | Weakspot DMG +25.0% |
• Gloves |
Work of Proficiency | IV | When reloading with an empty magazine, Reload Speed +10%, Elemental DMG +16% for 5s. Resets with the next reload. |
• Helmet |
Work of Proficiency | V | When reloading with an empty magazine, Reload Speed +10%, Elemental DMG +20% for 5s. Resets with the next reload. |
• Helmet |
Each securement silo rewards challengers with specific mod types after successfully clearing them. Consider teaming up with friends or joining a group of random players to clear silos faster!
Weapon mods can be acquired from weapon crates while Armor mods are obtained from gear crates. These can be found in various locations, alongside Mystical crates.
Interactive Map and All Locations Guide
Open your Gear Menu by pressing K then right click the weapon or armor you want to modify. In the mods tab, click the blank square to see the list of available mods. Afterwards, double click the mod you wish to equip.
Mods that are already equipped to a gear will have a letter E on the top right of the icon.
Enhancing a mod will increase the stat of a random attribute that the mod currently has. The quality of the random attribute will not change, only the stat itself.
Enhancing a mod costs Energy Links and tokens, which can be obtained by disassembling mods. You should avoid disassembling Tier V (Gold) mods since you might use them for another build.
Mods have different tiers, which can be identified by their color or the number of slots they have for random attributes.
For example, mods with a blue background indicate that they're Tier III mods, which can have two additional random attributes. The quality of these attributes will not exceed the mod's tier.
Mod Conversion is basically converting six legendary mods into a mod of your choosing with a guaranteed suffix. You can guarantee a suffix if at least four of the legendary mods you'll be converting have the suffix you want.
You'll be able to unlock additional mods from the list once you acquire three of the same legendary mod. For example, ff you want to unlock the Shrapnel Carnage mod from the list, you'll need to have obtained three Shrapnel Carnage mods from whichever silo or monument yields them.
Each mod has a unique core effect that greatly synergizes with weapon effects, granted that you picked the right mod. It also has a series of random attributes, with the number of attributes depending on the tier of the weapon mod.
The text inside the <> aymbols guarantees an attribute among the random attributes, indicated by the green text color. For example, if you have Precision inside the <>, you'll have a guaranteed Weakspot DMG +#%.
All Mods List and Guide
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