
tl;dr: Modules go into the colored slots of weapons and abilities and raise one or two of their stats. There are six basic modules in three colors, twelve hybrids made out of two basic ones, and nine ranks (Mk.1 to Mk.9). Modules have no level requirement, and the same module works in a weapon and in an ability.
Coming from an older version? Before update 1.6 modules had a level and their own power rating, and weapon modules and ability modules were different items. Now a module has no level requirement and works in both.
Basic modules drop from enemies and are part of mission rewards. What a module does depends on where you put it:
| Module | Color | In a Weapon | In an Ability | |
|---|---|---|---|---|
![]() | Rate Enhancer | Red | Rate of fire, charge-up speed | Recharge rate, or the charge rate of an ultimate ability |
![]() | Force Enhancer | Red | Damage (it adds power rating) | Damage, healing and shield health |
![]() | Capacity Booster | Yellow | Magazine size | Duration |
![]() | Precision Booster | Yellow | Accuracy and handling | Potency |
![]() | Range Amplifier | Blue | Range | Range |
![]() | Radial Amplifier | Blue | Area of effect | Area of effect |
A Tinker can combine two basic modules of different colors and the same rank into a hybrid of that rank. The hybrid has both sets of stats, but only about 70% of each. That's still 40% more in total than a basic module, at the price of being less focused. Note that hybrids don't drop, they always have to be made.
| Hybrid | Color | Made from | |
|---|---|---|---|
![]() | Enduro Pod | Orange | Rate Enhancer + Capacity Booster |
![]() | Quicksilver Pod | Orange | Rate Enhancer + Precision Booster |
![]() | Hailstorm Pod | Orange | Force Enhancer + Capacity Booster |
![]() | Roundhouse Pod | Orange | Force Enhancer + Precision Booster |
![]() | Flood Chip | Green | Capacity Booster + Range Amplifier |
![]() | Deluge Chip | Green | Capacity Booster + Radial Amplifier |
![]() | Marksman Chip | Green | Precision Booster + Range Amplifier |
![]() | Firestorm Chip | Green | Precision Booster + Radial Amplifier |
![]() | Pulsating Dynamo | Purple | Rate Enhancer + Range Amplifier |
![]() | Behemoth Dynamo | Purple | Rate Enhancer + Radial Amplifier |
![]() | Impact Dynamo | Purple | Force Enhancer + Range Amplifier |
![]() | Collateral Dynamo | Purple | Force Enhancer + Radial Amplifier |
Red and yellow make orange, yellow and blue make green, red and blue make purple. The two modules of the same color can't be combined with each other.
The rank decides how much a module adds and also its rarity. The values are rating points on the stat, not percent.
| Rank | Rarity | Basic Module | Hybrid Module (per Stat) |
|---|---|---|---|
| Mk.1 | Common | +10 | +7 |
| Mk.2 | Common | +13 | +9 |
| Mk.3 | Uncommon | +17 | +12 |
| Mk.4 | Uncommon | +20 | +14 |
| Mk.5 | Rare | +24 | +17 |
| Mk.6 | Rare | +27 | +19 |
| Mk.7 | Epic | +31 | +22 |
| Mk.8 | Epic | +34 | +24 |
| Mk.9 | Legendary | +38 | +27 |
To raise the rank, a Tinker combines the module with two other modules of the same rank and color. The other two don't have to be of the same type, any two red Mk.3 modules will turn your Rate Enhancer Mk.3 into a Mk.4. As such every module you find is progress, even the ones you'd never slot. The costs are listed in the tinkering guide.
Weapons and abilities have colored module slots, and a module only fits a slot of its color. How many slots an item has and which colors they are depends on the item. Removing a module from its slot costs Credits, though a lot less than it did before update 1.6.
A few modules don't follow these rules. Prototype modules like Apotheosis are rewards of specific missions and operations, have a unique effect, fit either a weapon or an ability and have no rank, so they can't be combined. The Deployment modules, which raise the number of deployables you can have out, are prototypes as well and drop in operations. Some of the older unique modules, Judgment for example, were turned into gadgets with update 1.6.