The Handy Guide to Rare Mods in Warframe

When I wrote my beginner’s overview of how mods work in Warframe I knew that, up to that point, I’d barely scratched the surface.

At the very least I’d grasped the system of mod rarity – bronze for common, silver for uncommon and gold for rare – or so I thought. Turns out though that many mods don’t just drop anywhere. You can play the game for months and still not own even a single copy of a specific mod, even though it might be a supposedly ‘common’ one.

The reason for this is that almost every activity in the game has its own reward table, which means that in order to obtain specific stuff you have to do the right things or you won’t ever get it.

First you have to actually be aware of the various mods’ very existence and which ones to aim for though, which isn’t easy to figure out either when you’re still new to the game. Of course I could just point you to the game’s excellent wiki, but since I’ve already done the legwork I figured I might as well spare you the hassle.

So without further ado, here’s my little guide to rare mods in Warframe, rare in this case meaning You need to know how to acquire them, not necessarily that the mods are of gold rarity (many of them are though). Keep in mind however that not every mod will be on this list, not even close; these are just the ones that any Warframe player should aim to get – in my personal opinion – because they make life much easier and/or enable builds or tactics that aren’t possible without them. Click the images to enlarge.

Corrupted Mods

All corrupted mods have in common that they enhance one stat, usually by quite a lot, while lowering another to compensate. Especially the frame-mods, of which there are five as seen above, are must-haves for any frame that benefits from huge amounts of a certain stat while not really needing or even not actually wanting one or more of the others (Nova comes to mind, whom I usually mod for maximum Ability Duration and as little Ability Range as possible).

You can only find these in Orokin Vaults, special treasure rooms that spawn inside all Deimos missions (formerly known as Orokin Derelict) except for Defense, Assassinate and the Cambion Drift. Keep your eyes open and search every nook and cranny as they are quite well hidden at times. You know you’ve found one when you see this fancy looking door:

In order to open it you need to have the correct Dragon Key equipped. The blueprints for these are researched in the Orokin Lab of your clan’s Dojo, the keys themselves are built in the foundry.

Each key considerably lowers one of your frame’s stats: your max shields, health, damage or movement speed, respectively, are cut by 75% (50% in the case of speed). Working together with other players and spreading the keys out obviously makes things easier, but I’ve found it perfectly viable to farm them by myself. I use Inaros for this and equip all keys except Hobbled (slow) at once. I always run the Capture mission (Horend) as it’s the easiest and quickest objective and doesn’t get in the way of searching for the vault.

Which one of the 23 corrupted mods you get is random, so good luck.

Nightmare Mods

Once you’ve beaten all missions on a given planet at least once, every eight hours one of them gets randomly flagged as a Nightmare mission. Enemies are tougher here and one or two environmental modifiers are in place to raise the difficulty further, like Health Vampire (you constantly lose health and restore it by killing foes) or Energy Drain (you’re permanently out of energy, basically).

The first time you beat one of these each cycle you get a random nightmare mod as an additional reward, which don’t give the biggest of bonuses, but increase two stats each instead of just one. More importantly, they enable you to use one more mod with a certain stat on it, so just like corrupted mods they can help to push that one desired stat up really high. You can see the ones I use the most above.

Combined Status/Damage Mods

This isn’t really one cohesive category of mods in terms of acquisition, but as they all serve the same purpose I’m lumping them together.

When used with the right weapon a high status chance can deal an absurd amount of additional damage. In order to achieve that without losing too much raw damage these mods, which increase both status chance as well as a certain damage type, are indispensable. They don’t have the highest of capacity costs to boot, which makes some of these builds achievable even without investing multiple Forma.

As the game doesn’t treat these as one single category the means to get them differ a bit, so here’s an overview:

These drop from Corrupted Vor, which is a mini-boss that has a chance to spawn in Orokin Void missions of level 40 and higher. I usually run the Survival mission (Mot) and stay until after the 10 minute mark. That way he spawned about three out of four times for me and I got all four mods relatively quickly.

Open all three caches in one of the following Spy missions for a chance at these: Cambria (Earth), Unda (Venus), Suisei (Mercury), Arval (Mars), Shklovsky (Phobos).

Open all three caches in one of the following Spy missions for a chance at these: Bode (Ceres), Amalthea (Jupiter), Valac (Europa), Dione (Saturn), Pavlov (Lua).

Open all three caches in one of the following Spy missions for a chance at these (as well as Hell’s Chamber, which is also a very good Shotgun mod to have): Rosalind (Uranus), Nereid (Neptune), Oceanum (Pluto), Kappa (Sedna).

Open all three resource caches in Naeglar (Eris) for a chance at these. Note that the caches are not the mission’s main objective, but an optional task just like the caches in sabotage missions.

The last two are only sold periodically by Baro Ki’Teer for 300 Ducats and 150k credits each when he visits every other weekend. As he only ever has a small range of his stock on offer it might take a couple of months until you get a crack at one of these though.

Primed Mods

These are alternate versions of various, (relatively) common bread-and-butter mods you’ll have most likely acquired through regular gameplay after a while, the difference being that the normal ones have a maximum rank of 5, whereas the primed mods can go all the way up to 10. Which means that they’re just stronger (not necessarily twice as strong though) for a higher capacity cost.

With a few exceptions these can only be bought from Baro Ki’Teer, which again means that you might have to be patient until you can get a specific one, and especially when starting out the Ducat cost can add up quite a bit too.

They aren’t mandatory, but obviously very nice to have. For starters I’d save up my Ducats for Primed Continuity as more Ability Duration is really great for most frames. If you like using shotguns or melee weapons buying Primed Point Blank or Primed Pressure Point, respectively, would also be a good idea.

Miscellaneous Mods

These last couple of mods don’t really fit into any category, I’m just including them because I feel they’re very good to have for the stats they offer.

Augur Message and Augur Secrets provide an additional way to increase Ability Duration and Ability Strenght, respectively, which is always great. They also belong to the same mod-set, meaning that using both enhances their secondary effect. You can get them by doing various Bounty missions on the Plains of Eidolon. The reward tables rotate every few hours, so check which mission, if any, rewards these before accepting.

Slash procs are great, and using Hunter Munitions on a weapon that doesn’t do a lot of slash damage but has a high chance to crit ensures that you still get these procs often. You can acquire it by doing Ghoul Bounties on the Plains of Eidolon, which are tied to a recurring event that’s active every few weeks.

And there you have it. Again, this is but a small fracture of all available mods, but if you’re just transitioning from being a beginner to a more advanced Warframe player these are the ones I suggest you try to get.

4 Replies to “The Handy Guide to Rare Mods in Warframe”

  1. Rending Strike? Really?

    Typically crit/status chance is way more important than “IPS damage,” so most “endgame” melee builds incorporate Blood Rush, Weeping Wounds and then the elementals to make at least Viral, if not Viral/Heat. If you’re not using Naramon focus, then Drifting Contact is pretty much required, as well as Berserker and Organ Shatter. At this point you’re lucky if you’ve got room for Pressure Point (or the Primed version), much less something like Rending Strike. Yes, endgame melee builds *remove* the 135% damage boosting Primed Pressure Point in favor of increased Status and Crit, as those provide more of a damage boost.

    TL;DR — Rending Strike is largely considered to be a garbage mod and many people would mock you for using it 😉 Unless you don’t have something better, in which case fill that slot! But even then another elemental mod is generally considered better than Rending Strike.

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      1. Ah, a stat stick. That makes a bit of sense then.

        Still and all, with the damage changes earlier this year, most stat stick guides are outdated/wrong. What you’re typically now looking at for a “good stat stick” is:

        Stance mod
        Blood Rush
        Weeping Wounds
        Organ Shatter
        Berserker
        90% Cold (or the dual-stat if you want higher status chance and lower mod drain)
        90% Toxin (or the dual-stat, combined with cold makes the Viral that you want)
        90% Heat (or the dual-stat)
        Drifting Contact, or if using Naramon Focus then Primed Pressure Point

        Fun thing about this stat stick build is that it’s still effective as a regular melee too in a pinch, where most stat sticks in the past have been utterly useless. Berserker speeds up your cast speed and animation, so it’s incredibly useful on a stat stick, despite it not seeming like it would be at 1st blush.

        If your stat stick weapon has an innate elemental you can drop out one of the elemental mods for something else of your choosing also. Generally to get the Viral/Heat combo you want you need the weapon to be innate heat. Alternately, you can also slot PPP in the “free” elemental slot also keeping Drifting Contact, or if using a weapon that has its own augment you can pop that in. Also, the Heat element is kinda optional so you can always use that slot for something else at your liking also.

        In my experience Gara has power issues, so you kinda need Zenurik instead of Naramon, so I’d suggest keeping Drifting Contact to make keeping your multiplier easier. If you can get to and maintain a 12x multiplier her already insane damage just becomes that much more insane.

        FWIW, I don’t really like Gara so I don’t use her much, but I know a lot of people love her and swear by her. Maybe if I actually picked up a maxed out Arcane Enrgize to help with energy…… Anyway, on Baruuk and Khora using a stat stick built like this I’ve been doing millions of damage per hit, even vs the “heavy armor” mobs. With a 12x multiplier every hit from Khora’s 1 or Baruuk’s 4 is a red crit (actually seems to start being all red at about 9x). It’s pretty nuts.

        That new glaive with the never-expiring mod combo passve was really lovely while it lasted….

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