Starfield has a pretty impressive roster of weapons with several variants. Sometimes, you'll get a weapon, but it won't have the necessary upgrades. That's where weapon modding comes in. This guide will help you when it comes to Starfield and weapon mods.
You need to understand weapon mods and how they work in Starfield. It's important if you plan on making it through all the challenging combat encounters with enemies like the Terrormorphs. From food and drink to spacesuit mods, crafting will be found in every corner of the game.
How to Mod Weapons
Starfield will have a lot of different weapons as standard throughout the galaxy. However, it will also allow you to customize each weapon to your taste. Scopes, suppressors, and much more will be available to tweak your load-out. This is where weapon crafting in Starfield will come into play; collecting resources and using the research lab will be key.
You can research weapon mods at the Research station after you unlock and upgrade the Research Methods and Weapon Engineering skills. After this, you can head to any Weapons Workbench with the materials in tow and install the mods on your favorite weapons. You can also remove existing mods. Weapon mods also increase the price of any given weapon, making the cheap ones great for Credit Farming.
Weapon Stats
Each weapon type will have its strong and weak points for balance. Complementing the weapon types are weapon stats.
Here is a list of the weapon stats you need to keep track of.
- Ammo
- Accuracy
- Damage Type
- Fire Rate
- Magazine Size
- Mass
- Mods
- Range
- Rounds
The primary ones you need to care for are Damage, Fire Rate, and Magazine Size. Weapon Mods will affect all these stats, so check what's being changed whenever you add a new mod.
How to Unlock All Weapon Mods
Here is all the research for the various Starfield weapon mods, including all the materials needed and the research they unlock.
Barrel Mods 1
- Requirements:
- Sealant x2, Iron x3, Nickel x3
- Skill: None
- Unlocks:
- Extended Barrel
- Fluted Barrel
- Long Barrel
Barrel Mods 2
- Requirements:
- Tungsten x2, Nickel x4, Lubricant x2
- Skill: Weapon Engineering (Rank 1)
- Unlocks:
- Bull Barrel
- Magnetic Rails
- Stabilizing Barrel
- Tech Barrel
Grip and Stock Mods 1
- Requirements:
- Aluminum x3, Sealant x3, Nickel x3
- Skill: None
- Unlocks:
- Ergonomic Stock
- Tactical Folding Stock
- Tactical Grip
- Tactical Stock
Grip and Stock Mods 2
- Requirements:
- Adhesive x4, Tungsten x3, Polymer x2
- Skill: Weapon Engineering (Rank 1)
- Unlocks:
- Shielded Tool Grip
Grip and Stock Mods 3
- Requirements:
- Titanium x4, Adhesive x8, Polymer x4
- Skill: Weapon Engineering (Rank 2)
- Unlocks:
- Stabilizing Stock
Optics and Laser Mods 1
- Requirements:
- Aluminum x3, Sealant x3, Chlorosilanes x2
- Skill: None
- Unlocks:
- Holographic Sight
- Short Scope
Optics and Laser Mods 2
- Requirements:
- Aluminum x4, Adhesive x3, Chlorosilanes x3, Zero Wire x3
- Skill: Weapon Engineering (Rank 1)
- Unlocks:
- Long Scope
Optics and Laser Mods 3
- Requirements:
- Adhesive x8, Vanadium x8, Iridium x8, Zero Wire x4
- Skill: Weapon Engineering (Rank 2)
- Unlocks:
- Foregrip with Recon Laser Sight
- Recon Laser Sight
- Recon Scope
Muzzle Mods 1
- Requirements:
- Sealant x5, Titanium x5, Tungsten x10
- Skill: Weapon Engineering (Rank 1)
- Unlocks:
- Choke
- Muzzle Brake
- Short Suppressor
Muzzle Mods 2
- Requirements:
- Titanium x4, Tantalum x4, Polymer x4, Zero Wire x3
- Skill: Weapon Engineering (Rank 2)
- Unlocks:
- Focus Nozzle
- Large Muzzle Brake
- Spread Nozzle
- Stealth Lasers
- Suppressor
Muzzle Mods 3
- Requirements:
- Titanium x8, Adhesive x8, Isotopic Coolant x4, Polymer x4, Ytterbium x4
- Skill: Weapon Engineering (Rank 3), Special Projects (Rank 1)
- Unlocks:
- Double Barrel Muzzle
- Shock Charge Band
Magazine and Battery Mods 1
- Requirements:
- Lead x8, Titanium x5, Adhesive x5
- Skill: Weapon Engineering (Rank 2)
- Unlocks:
- Flechette Large Magazine
- Large Battery
- Slug Shots
- Standard Whitehot Rounds
- Whitehot Rounds
Magazine and Battery Mods 2
- Requirements:
- Lead x8, Adhesive x4, Uranium x4, Isocentered Magnet x3, Tau Grade Rheostat x3
- Skill: Weapon Engineering (Rank 3)
- Unlocks:
- Armor-Piercing Rounds
- Depleted Uranium Rounds
- Drum Magazine
- Electromagnetic Beams
- EM-Charged Shot
- Explosive Rounds
- Extra Large Magazine
- Flechette Drum Magazine
- Flechette Rounds
Magazine and Battery Mods 3
- Requirements:
- Lead x12, Adhesive x8, Toxin x8, Positron Battery x3, Ytterbium x8
- Skill: Weapon Engineering (Rank 3), Special Projects (Rank 1)
- Unlocks:
- Annihilator Rounds
- Gut Buster Rounds
- Hornet Nest
- Ignition Beams
- Penetrator Rounds
All Weapon Mods
Barrel Mods
- Bull Barrel: A heavier barrel for increased accuracy and stability.
- Materials: Sealant x1, Tungsten x2, Nickel x2
- Extended Barrel: Vastly increases Accuracy, Recoil Control, and Range at the cost of Aim Down Sight speed.
- Materials: Sealant x1, Iron x2, Nickel x2
- Fluted Barrel: A lighter barrel with increased accuracy and recoil control.
- Materials: Sealant x1, Titanium x2, Nickel x2
- Long Barrel: Increases Accuracy, Recoil Control, and Range at the cost of Aim Down Sight speed.
- Materials: Sealant x1, Iron x1, Nickel x1
- Magnetic Rails: Increases the Rate of Fire and Damage at the cost of Aim Down Sights speed.
- Materials: Cobalt x2, Lubricant x1, Supercooled Magnet x1
- Short Barrel: Increases Aim Down Sight speed at the cost of Accuracy and Recoil Control.
- Materials: Iron x1, Nickel x1
- Stabilizing Barrel: Specialized, mag-assisted barrels vastly increase Accuracy and Recoil control at the cost of Aim Down Sights speed while standing still.
- Materials: Tungsten x2, Nickel x2, Lubricant x1
- Tech Barrel: Greatly increases Accuracy, Recoil Control, and Range at the cost of Aim Down Sight speed.
- Materials: Sealant x1, Iron x2, Nickel x2
Grip and Stock Mods
- Ergonomic Grip: A comfortable grip that helps increase Accuracy and Aim Down Sights speed.
- Materials: Aluminum x2, Adhesive x1
- Ergonomic Stock: A comfortable stock that helps increase Accuracy and Aim Down Sights speed.
- Materials: Aluminum x2, Sealant x1, Titanium x2
- Folding Stock: Sturdy folding stock for added Recoil management and greater Stability.
- Materials: Aluminum x2, Titanium x2
- Shielded Tool Grip: A shielded grip to vastly increase Recoil Control at the cost of Aim Down Sights speed. It slightly increases long-range Accuracy.
- Materials: Adhesive x2, Tungsten x2
- Stabilizing Stock: Specialized, mag-assisted grips vastly increase Accuracy and Recoil control at the cost of Aim Down Sights speed while standing still.
- Materials: Adhesive x3, Neodymium x2, Polymer x2
- Stock: A full stock for better Recoil management.
- Materials: Aluminum x2, Sealant x1
- Tactical Folding Stock: Lighter folding stock for quicker Aim Down Sights speed and Stability.
- Materials: Aluminum x1, Sealant x1, Titanium x1
- Tactical Grip: A lighter grip that increases Aim Down Sight speed, Reload speed, and Stability.
- Materials: Sealant x1, Titanium x1
- Tactical Stock: Lighter stock for quicker Aim Down Sights speed and better Stability.
- Materials: Aluminum x1, Sealant x1, Titanium x1
Magazine and Battery Mods
- Annihilator Rounds: Banned by almost every government, these rounds produce a disease-like effect that spreads to any target that gets too close.
- Materials: Lead x3, Adhesive x3, Toxin x4, Hypercatalyst x2
- Armor-Piercing Rounds: More powerful casing can penetrate even the sturdiest armors.
- Materials: Lead x4, Adhesive x2, Tungsten x3
- Depleted Uranium Rounds: Built using depleted Uranium, these rounds can penetrate any armor.
- Materials: Sealant x2, Lead x3, Uranium x3
- Drum Magazine: Vastly increases Ammo Capacity at the cost of Aim Down Sights speed and Reload speed.
- Materials: Lead x3, Titanium x2, Adhesive x2
- Electromagnetic Beams: Electromagnetic rounds that can knock out living creatures and disable robotic units for a time.
- Materials: Adhesive x2, Beryllium x3, Isocentered Magnet x1
- EM-Charged Shot: EM-charged ballistic rounds, typically non-lethal.
- Materials: Cobalt x3, Isocentered Magnet x1, Polymer x2
- Explosive Rounds: Rounds that explode on contact with a surface.
- Materials: Lead x3, Adhesive x3, Tetrafluorides x3
- Extended Magazine: Slightly increases Ammo capacity at the cost of Aim Down Sight speed and Reload speed.
- Materials: Sealant x2, Lead x2, Tungsten x2
- Extra Large Magazine: Extra large magazine.
- Materials: Lead x3, Titanium x2, Adhesive x2
- Flechette Drum Magazine: Vastly increases Ammo Capacity at the cost of Aim Down Sights speed and Reload speed.
- Materials: Lead x3, Titanium x2, Adhesive x2
- Flechette Large Magazine: Increases Ammo capacity at the cost of Aim Down Sight speed and Reload speed.
- Materials: Sealant x2, Lead x2, Tungsten x2
- Flechette Rounds: Multiple razor-edged rounds that slice through unarmed targets and cause a bleeding effect.
- Materials: Lead x2, Adhesive x2, Antimony x2
- Flechette Tactical Magazine: Lighter mag that vastly increases Aim Down Sight and Reload speeds.
- Materials: Sealant x1, Lead x1
- Gut Buster Rounds: Nasty rounds that, upon firing into an enemy, explode out the back into a burst of shrapnel.
- Materials: Lead x3, Adhesive x3, Veryl x2
- Hornet Nest: Explosive rounds explode downwards into a cluster of mini-explosions.
- Materials: Lead x3, Adhesive x3, Tetrafluorides x3
- Ignition Beams: Lasers do more damage and now burn enemies.
- Materials: Adhesive x3, Positron Battery x1, Ytterbium x2, Zero Wire x2
- Large Battery: Increases Ammo capacity at the cost of Aim Down Sight speed and Reload speed.
- Materials: Sealant x2, Tungsten x2, Lithium x2
- Large Magazine: Increases Ammo capacity at the cost of Aim Down Sight speed and Reload speed.
- Materials: Sealant x2, Lead x2, Tungsten x2
- Medium Magazine: Medium-sized magazine for decent ammo capacity and weight.
- Materials: Sealant x1, Lead x3, Tungsten x2
- Penetrator Rounds: Incredibly powerful rounds that can pass through multiple enemies.
- Materials: Lead x3, Adhesive x3, Antimony x4
- Slug Shots: Single, large projectiles that can be fired much further and do more damage.
- Materials: Lead x2, Copper x2, Polymer x1
- Small Battery: Increases Aim Down Sight speed and Reload speed at the cost of Ammo Capacity.
- Materials: Sealant x1, Tungsten x1, Cobalt x1
- Small Magazine: Increases Aim Down Sight speed and Reload speed at the cost of Ammo Capacity.
- Materials: Sealant x1, Lead x1, Tungsten x1
- Standard Battery: Standard issue magazine.
- Materials: Tungsten x1, Cobalt x1
- Standard Explosive Rounds: Standard issue magazine.
- Materials: Lead x1, Tungsten x1
- Standard Flechette Magazine: Standard issue magazine.
- Materials: Lead x1, Tungsten x1
- Standard Magazine: Standard issue magazine.
- Materials: Lead x1, Tungsten x1
- Standard Whitehot Rounds: Standard chemically-tipped rounds that burn on contact.
- Materials: Aluminum x1, Iron x1, Solvent x1
- Tactical Battery: Lighter mag that vastly increases Aim Down Sight and Reload speeds.
- Materials: Sealant x1, Lithium x1
- Tactical Magazine: Lighter mag vastly increases Aim Down Sight and Reload speeds.
- Materials: Sealant x1, Lead x1
- Tesla Pylons: Pylons that can be fired into surfaces that arc electricity between them. They are mainly used for area denial.
- Materials: Adhesive x2, Tau Grade Rheostat x1, Zero Wire x2
- Whitehot Rounds: Chemically-tipped rounds that burn on contact.
- Materials: Aluminum x1, Iron x1, Solvent x1
Muzzle Mods
- Choke: Muzzle device specially designed to reduce shotgun spread.
- Materials: Sealant x1, Titanium x2, Tungsten x3
- Compensator: Increases Stability and Hip-Fire accuracy at the cost of long-range Accuracy.
- Materials: Aluminum x1, Nickel x1
- Double Barrel Muzzle: Changes rounds fired to go through a two-barreled attachment for different spread shots.
- Materials: Titanium x3, Adhesive x2, Tungsten x3, Polymer x3, Ytterbium x2
- Focal Lens: Specialized lenses vastly increase accuracy.
- Materials: Sealant x1, Tungsten x1, Argon x1
- Focus Nozzle: Increases Damage, Headshot Damage, and Range.
- Materials: Titanium x2, Tantalum x3, Polymer x2, Zero Wire x1
- Large Muzzle Brake: A larger muzzle brake further increases long-range Accuracy and Stability at the cost of Hip-Fire accuracy.
- Materials: Sealant x2, Titanium x2, Tungsten x2, Polymer x2
- Muzzle Brake: Increases long-range Accuracy and Stability at the cost of Hip-Fire Accuracy.
- Materials: Sealant x2, Titanium x2, Tungsten x3
- Shock Charge Band: Electrified device that attaches an electric burst of energy to rounds passed through it.
- Materials: Titanium x4, Adhesive x2, Polymer x1, Ytterbium x2
- Short Suppressor: Vastly reduces acoustic intensity while increasing Accuracy at the cost of Range.
- Materials: Sealant x2, Tungsten x1, Tantalum x2
- Spread Nozzle: Changes shots to fire in a shotgun-like spread.
- Materials: Sealant x2, Tungsten x4, Argon x2, Zero Wire x1
- Stealth Lasers: Reduces the visibility and acoustic intensity of lasers.
- Materials: Titanium x2, Tantalum x3, Caesium x3, Zero Wire x1
- Suppressor: Vastly reduces acoustic intensity while increasing Accuracy at the cost of Range.
- Materials: Tungsten x2, Tantalum x3, Polymer x2
Optics Mods
- Glow Sights: Iron sights with specialized capsules that glow day and night for increased visibility.
- Materials: Aluminum x1, Uranium x1
- Holographic Sight: Holographic sight for increased target visibility.
- Materials: Adhesive x2, Vanadium x3, Palladium x2, Zero Wire x1
- Iron Sights: Standard issue iron sights.
- Materials: Aluminum x1, Nickel x1
- Long Scope: Long scope for 6x magnified view.
- Materials: Adhesive x3, Chlorosilanes x4, Europium x3, Zero Wire x2
- Medium Scope: Medium scope for 4x magnified view.
- Materials: Adhesive x2, Chlorosilanes x3, Vanadium x3, Zero Wire x1
- Recon Scope: Marks enemies while Aiming.
- Materials: Adhesive x2, Chlorosilanes x3, Europium x2, Zero Wire x1
- Red Dot Sight: Standard red dot sight for better target acquisition.
- Materials: Aluminum x1, Neon x1, Helium-3 x1
- Reflex Sight: Reflex sights for quicker target acquisition and visibility.
- Materials: Aluminum x1, Adhesive x1, Chlorosilanes x1
- Short Scope: Short scope for 2x magnified view.
- Materials: Titanium x2, Adhesive x1, Chlorosilanes x2
- Binary Trigger: A binary trigger that allows for the weapon to fire on pull and release of the trigger for a faster fire rate.
- Materials: Lubricant x3, Microsecond Regulator x1, Ytterbium x4, Zero Wire x1
- Burst Fire: Receiver that fires two rounds per trigger pull.
- Materials: Titanium x4, Lubricant x3, Ytterbium x2
- Fully Automatic: Receiver that fires continuously while the trigger is pulled.
- Materials: Sealant x3, Lubricant x4, Microsecond Regulator x1
- Semi-Automatic: Receiver that fires once per trigger pull.
- Materials: Sealant x2, Titanium x3, Nickel x2, Copper x
While you are here, why not check out some of our other articles and guides like Starfield - Colony War Explained or Starfield Creatures - All Enemies & Monsters?
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