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▼ Server Status | 1.3 Patch | Way of Winter Details
△ Way of Winter Interactive Map and Tips
▼Locations: Apples | Crocodiles | Scarlet Calamus
△ New Deviants | Snowsprite | Gazocchio | Tar Pudding
▼Best Builds | Way of Winter Builds | Frost Vortex Build
△ Riddle Spots | Morphic Crates | Scenic Viewpoints
Armor Mods are a type of mod in Once Human. Read on and check out the list of all armor mods, their effects, how to get and equip them, and what armor mods are!
All Armor Guides | |||
---|---|---|---|
All Armor List | All Armor Set Locations | Best Armor Sets | List of All Armor Mods |
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 |
Blitzkrieg | IV | Fast Gunner stacks +4 and additional Fire Rate +0.8% for each stack. |
• Masks |
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 |
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 |
Crit Amplifier | IV | Crit Rate +5%, Crit DMG +15% |
• Gloves |
Crit Amplifier | V | Crit Rate +10%, Crit DMG +15% |
• Gloves |
Crit Boost | IV | Crit Rate +12.0% |
• Gloves |
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 | 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 |
Elemental Havoc | IV | Elemental DMG +10%. When HP is above 90%, +5% additionally. |
• Helmet |
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 |
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 |
First-Move Advantage | IV | After reloading, Crit Rate +8%, Crit DMG +16% for 2s. |
• Helmet |
Flame Resonance | III | Status DMG +12.0% |
• All Armor |
Gunslinger | IV | When in Fast Gunner state, Weakspot DMG +25%. |
• Masks |
Gunslinger | V | TBA |
• Masks |
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 |
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 |
Melee Amplifier | I | Melee DMG +4.0% |
• All Armor |
Melee Amplifier | II | Melee DMG +8.0% |
• All Armor |
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 |
Munitions Amplifier | IV | Weapon DMG +12.0% |
• Gloves |
Point Detonation | IV | When Unstable Bomber hits only one enemy, Unstable Bomber final DMG +20%. |
• Masks |
Point Detonation | V | TBA |
• Masks |
Precise Strike | IV | Hitting a weakspot grants Weakspot DMG +10% 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 |
Quick Comeback | IV | When using a healing shot, Movement Speed +20% for 2s and refill the magazine from the inventory up to 70%. |
• Tops |
Rejuvenating | IV | When HP is above 75%, 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 |
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 |
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 |
Shrapnel Carnage | V | The chance of Shrapnel hitting Weakspots is increased by 100.0%, with Weakspot DMG +25.0% |
• Masks |
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 |
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 |
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 |
Weakspot DMG Boost | I | Weakspot DMG +5.0% |
• All Armor |
Weakspot DMG Boost | II | Weakspot DMG +10.0% |
• All Armor |
Work of Proficiency | V | When reloading with an empty magazine, Reload Speed +10%, Elemental DMG +20% for 5s. Resets with the next reload. |
• Helmet |
Securement Silo | Gear Slot |
---|---|
Securement Silo - Sigma (4901,-5423) |
Gloves |
Securement Silo - PHI (5143,-2943) |
Shoes |
Securement Silo - EX1 (2144,-6503) |
Mask |
Securement Silo - ALPHA (145,-3616) |
Helmet |
Securement Silo - PSI (2488,-2568) |
Bottoms |
Securement Silo - THETA (5488, -521) |
Tops |
You can continuously complete runs in Securement Silos to farm armor mods, with each Securement Silo yielding different mods for different armor pieces. Specific armor mods are only guaranteed to drop in Hard and Pro modes of the Securement Silo, with some Securement Silos in farther areas yielding specific armor mods even on Normal difficulty.
Gear Crates contain armor mods and they are found in various locations in Once Human. Scan areas with Q to find armor crates!
You can equip weapon mods from the Gear Menu. Open your Gear Menu by pressing K then right click the 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.
Certain armor mods can be slotted in either your Helmet, Mask, Top, Bottoms, Gloves, or Shoes, depending on which mod is used. Only one mod can be slotted in an armor piece, so choose your mod wisely!
All Mod Types | |
---|---|
Weapon Mods | Armor Mods |
List of All Armor Mods
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