Once Human

List of All Armor Mods

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 All Armor Mods

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Mod Tier Core Effect Gear Slot
Blaze Amplifier IconBlaze Amplifier IV Every stack of Burn grants +2.5% Psi Intensity DMG. Masks
Blaze Amplifier IconBlaze Amplifier V Every stack of Burn grants +3% Psi Intensity DMG. Masks
Blitzkrieg IconBlitzkrieg IV Fast Gunner stacks +4 and additional Fire Rate +0.8% for each stack. Masks
Bullet Siphon IconBullet Siphon IV Every 5 bullets consumed in the magazine grants +4% Weapon DMG, capped at 20%. Bottoms
Bullet Siphon IconBullet Siphon V Weapon DMG +5%. Every 5 bullets consumed in the magazine grants +4% Weapon DMG, capped at 20%. Bottoms
Covered Advance IconCovered 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 IconCrit Amplifier IV Crit Rate +5%, Crit DMG +15% Gloves
Crit Amplifier IconCrit Amplifier V Crit Rate +10%, Crit DMG +15% Gloves
Crit Boost IconCrit Boost IV Crit Rate +12.0% Gloves
Crit DMG Enhancement IconCrit DMG Enhancement II Crit Rate +2.0%, Crit DMG +8.0% All Armor
Crit DMG Enhancement IconCrit DMG Enhancement III Crit Rate +2.0%, Crit DMG +12.0% All Armor
Critical Rescue IconCritical Rescue V DMG Reduction 20% and Healing Received + 20% when HP is below 30%. Tops
Deadshot IconDeadshot 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 IconDeadshot 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 IconElemental Havoc IV Elemental DMG +10%. When HP is above 90%, +5% additionally. Helmet
Enduring Shield IconEnduring 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 IconExplosive Shrapnel IV The 20th Shrapnel is explosive and deald +240% DMG as a critical hit. Masks
Explosive Shrapnel V TBA Masks
Fateful Strike IconFateful Strike IV Cannot deal Weakspot DMG. Crit Rate +8% and Crit DMG +25%. Helmet
Fateful Strike IconFateful Strike V Cannot deal Weakspot DMG. Crit Rate +10% and Crit DMG +30%. Helmet
Ferocious Charge IconFerocious Charge IV Killing enemies within 10 meters grants Melee, Weapon, Status DMG +16% for 8s. Shoes
First-Move Advantage IconFirst-Move Advantage IV After reloading, Crit Rate +8%, Crit DMG +16% for 2s. Helmet
Flame Resonance IconFlame Resonance III Status DMG +12.0% All Armor
Gunslinger IconGunslinger IV When in Fast Gunner state, Weakspot DMG +25%. Masks
Gunslinger V TBA Masks
Head-On Conflict IconHead-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 IconLifeforce Boost II HP +6.0% All Armor
Lifeforce Boost IconLifeforce Boost III HP +8.0% All Armor
Light Cannon V TBA Masks
Lingering Frost IconLingering Frost IV The longer the duration of a Frost Vortex, the higher its final DMG, up to +48%. Masks
Lingering Frost IconLingering 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 IconMelee Amplifier I Melee DMG +4.0% All Armor
Melee Amplifier IconMelee Amplifier II Melee DMG +8.0% All Armor
Melee Amplifier IconMelee Amplifier III Melee DMG +12.0% All Armor
Melee Momentum IconMelee 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 IconMomentum 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 IconMunitions Amplifier IV Weapon DMG +12.0% Gloves
Point Detonation IconPoint 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 IconPrecision 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 IconPrecision 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 IconPrecision 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 IconQuick Comeback IV When using a healing shot, Movement Speed +20% for 2s and refill the magazine from the inventory up to 70%. Tops
Rejuvenating IconRejuvenating 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 IconResist 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 IconRush Hour IV Every 10% HP loss grants +3.2% Melee, Weapon, and Status DMG. Shoes
Ruthless Reaper IconRuthless Reaper IV After getting 2 kills(s), refill 80% of your magazine from your reserves Shoes
Secluded Strike IconSecluded Strike IV Having no enemies within 7 meters around you grants +12% Weapon and Status DMG. Shoes
Shrapnel Carnage IconShrapnel Carnage V The chance of Shrapnel hitting Weakspots is increased by 100.0%, with Weakspot DMG +25.0% Masks
Slow and Steady IconSlow 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 IconThree Strikes IV For the first three hits after reloading (not exceeding 50% of magazine capacity), Weakspot DMG +40% Bottoms
Three Strikes IconThree 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 IconUnbreakable IV Fortress Warfare Range -30%. While in Fortress Warfare state, Attack +12%. Masks
Unbreakable IconUnbreakable V Fortress Warfare Range -30%. While in Fortress Warfare state, Attack +15%. Masks
Unstoppable IconUnstoppable 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 IconUnstoppable 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 IconWeakspot DMG Boost II Weakspot DMG +10.0% All Armor
Work of Proficiency IconWork of Proficiency V When reloading with an empty magazine, Reload Speed +10%, Elemental DMG +20% for 5s. Resets with the next reload. Helmet

Mods List and Guide

How to Get Armor Mods

Complete Securement Silos to Get Armor Mods

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.

Open Gear Crates

Once Human - Weapon Crates

Gear Crates contain armor mods and they are found in various locations in Once Human. Scan areas with Q to find armor crates!

All Gear Crate Location

How to Equip Armor Mods

Equip Armor Mods via the Gear Menu

Once Human - Gear Menu

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.

What are Armor Mods?

Mods Exclusively for Armor

Once Human - Armor Mods

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!

Once Human Related Guides

Once Human - Mods

Mods List and Guide

Mod Types

All Mod Types
Weapon Mods Armor Mods

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