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Warframe Mods Guide: Applying, Combining, Fusion, Transmutation, Catalysts, Reactors, and Forma

Thursday, August 3, 2017 6:43:48 PM America/Los_Angeles

Application

So now you have any Mods. Maybe you even have some cool and unique Mods from different sources. None of them will do you some good without really equipping them.

At the middle of your personal ship is a sort of high-tech cupboard. This is the Arsenal, where you select what weapons and gear you will take into battle.

To equip Mods, select whatever gear that you want to modify and hit on "upgrade." This opens up a sorted list of Mods that can be dragged into any one of eight slots (nine for melee weapons as well as 10 for Warframes).

Mod Capacity

 

 

That you can't only throw Mods onto anything you are upgrading willy nilly. Every piece of equipment has a maximum value referred to as "Capacity" that's visible in the top-left of this upgrade screen. This is the maximum total worth your runner can add up to on that item.

Each Mod also includes a few, visible on the top-right of the icons. The complete value of these numbers across all Mods you equip into an item can't exceed the Mod Ability of that item. Consequently, if your Capacity is 30, and you also equip three Mods that cost 10 each, you can not equip any further Mods to that item - regardless of how you have five or more open slots on that item.

Thankfully, Capacity can be increased in a lot of ways. The easiest of which is to simply use the weapon, Warframe, or companion that you would like to enhance in combat. This will bring the items total Ability to 30 too.

You will find more ways to increase - even double - that number, too. Warframes, for example, can equip Aura Mods into a special slot at the top of the upgrade screen. Instead of counting towards filling that the Warframe's total Capacity, the Aura Mod's number will really increase your maximum Capacity. So in the event you have 30 Ability and equip an Aura with a value of seven into that top slot, the Warframe's total Ability will suddenly jump to 37.

Melee weapons can do exactly the same thing. Instead of Auras, however, they use normal mods called Stances. Besides fostering those weapons capacity, Stances change the combos and attack animations of their corresponding weapons, too.

Polarities

Stances, Auras, and a couple of different things we'll get to later in this guide will increase an item's maximum Capacity. They can't, however, alter the quantity of Ability a Mod needs when it's equipped. That's where Polarities come in.

When looking at the open Mod slots on almost any piece of equipment you might notice some of them come with small, white symbols. These correspond to symbols located on every Mod in the game. They denote the Mods' and slots' Polarities, which can be incredibly beneficial in the process of upgrading.

If you put a Mod into a slot using a distinct emblem the Mod's value will double. All of which is to say that you would like to match Polarity symbols involving Mods and slots as far as possible. This will make the Mods in question use just half as much Capacity as ordinary and allow you to equip more Mods with higher number values than usual.

The two exceptions to this rule are Auras and Stances. If you match the symbols on either of those Mods they'll still increase your total Mod Capacity, as usual. Except they'll provide double the usual benefit. So in the event that you put an "Energy Siphon" Aura using a value of seven into a slot using a Polarity that resembles one long dash you'll get 14 extra Capacity on anything Warframe you're using. The opposite is true if you put the Aura into a Polarity that does not match - you will just get half the usual benefit. Even though it will still be a benefit.

Some weapons and Warframes arrive with various Polarity slots naturally. As a general rule, Prime variations of gear start with more than their standard variants. Additionally, there are strategies to change and add Polarities on any particular item.

Damage Types

Normally, whatever advantages a Mod communicates will be clear from its description. If something says it gives you quicker reload speed, well... It will give you faster reload speed.

The exact same is largely accurate of Warframe's numerous climatic damage types. Should you equip "High Voltage" into a rifle it'll grant that weapon a proportion of Electricity damage to all attacks. "Cryo Rounds" can perform the same, except with Cold damage. Put equally Mods on precisely the same weapon, yet, and you'll notice that instead of doing Cold and Electricity harm your weapon currently spits out something called "Magnetic" damage.

Where the heck did this come from, you might be asking? Well, every fundamental elemental damage type in Warframe - Cold, Electricity, Heat, and Toxin - could be combined to produce six more damage types. These are Blast, Corrosive, Gas, Magnetic, Radiation, and Viral. For reference, here's a useful table of which fundamental elements produce which joint damage kinds.

What harm kinds work best against which enemies vary based on which of dozens of enemy kinds you happen to be shooting or slashing. In most circumstances, it does not matter too much. Particular story quests and extremely late-game articles will make you care a little more about what harm you are doing, yet, so try to get a sense of which enemies go down faster to which harm types.

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