What are modules?
[startclear] [postad]Modules are pieces of gear that you can add onto weapons or abilities. There are weapons modules, which slot into weapons; and there are ability modules, which slot into your abilities. These equipment modules can modify your weapon’s rate of fire, damage, or you abilities cooldown.Weapons and abilities have slots, which typically depend on their quality (there are exceptions):
[stopclear]Weapon or ability quality | Slots |
Common (white) | Red |
Uncommon (green) | Red, Yellow |
Rare (blue), Epic (purple), and Legendary (yellow) | Red, Yellow, Blue |
There are six types of modules for weapons and for abilities:
Module | Slots | Weapons modules | Ability modules |
Red | Red | Rapidfire | Deployment, Cooled, Fast Deploy |
Yellow | Yellow | LongMag | Lasting, Damaging, Enduring |
Blue | Blue | Charging, HighYield, Precise | Ranging, Remote, Longarm, Energized, Widened |
Purple | Red, Blue | Blazing, Fusillade, Balanced | Ranged, Rapid, Swift, Barrage |
Green | Yellow, Blue | Surging, Haboc, Stabilized | Isolated, Focused, Forceful, Strengthened, Distant |
Orange | Red, Yellow | Carnage | Blitz, Charged |
Module types
In Firefall there are currently two module types; weapon modules and ability modules.
NOTE: I think this list covers all the available modules, but we could be missing some. If you find a module that we are missing please tell us and we will add it. Thanks 🙂
Weapon Modules
Basic Modules
Colour | Module | Effects |
Red | Rapidfire | rate of fire |
Yellow | LongMag | magazine size |
Blue | Charging | chargeup |
Blue | HighYield | AOE |
Blue | Precise | accuracy |
Blue | Powered | chargeup, accuracy |
Hybrid Modules
Colour | Module | Effects |
Purple | Blazing | rate of fire, chargeup |
Purple | Fusillade | rate of fire, AOE |
Purple | Balanced | rate of fire, accuracy |
Green | Surging | magazine size, chargeup |
Green | Havoc | magazine size, AOE |
Green | Stabilized | magazine size, accuracy |
Orange | Carnage | rate of fire, magazine size |
Ability Modules
Basic Modules
Red | Deployment | max deployables |
Red | Cooled | recharge |
Red | Fast Deploy | recharge, charge time, max deployables |
Yellow | Lasting | duration, AOE |
Yellow | Damaging | potency |
Yellow | Enduring | potency, duration |
Blue | Ranging | range, force |
Blue | Remote | range, AOE |
Blue | Longarm | range |
Blue | Energized | force |
Blue | Widened | force, AOE |
Blue | Widened | AOE |
Hybrid Modules
Purple | Rapid | recharge, range, charge speed |
Purple | Swift | reacharge, force, charge speed |
Purple | Barrage | recharge, charge speed, AOE |
Purple | Ranged Deployment | range, max deployables |
Green | Isolated | range, duration |
Green | Focused | range, potency |
Green | Forceful | potency, force |
Green | Strengthened | force, duration |
Green | Distant | duration, AOE |
Orange | Blitz | recharge, potency, charge speed |
Orange | Charged | recharge, duration, charge speed |
Hidden modules
Some weapons and abilities have hidden modules, which are additional bonuses granted to the weapon or ability. These hidden modules do not take up a slot on the weapon or ability. Cooled, Enraged, etc. is added to the beginning of a weapon’s or ability’s name to indicate its hidden module.
Equipping modules
Press p or open the Battleframe Garage and click and drag from your inventory to your weapon or ability.
If your weapon or ability already has a module, you can override that moduley by dragging the new module over it. The new module will be slotted and the old one destroyed.
Removing modules
You can remove the module from a piece from a weapon or ability to equip on another piece of gear. Right-click and Examine the piece of gear.
And click “Unslot module”. It costs Credits to unslot a module, which you can get by converting crystite or selling items or red beans on the market (press t to open the market).