The Warden mods are interesting for a couple of reasons. First, all five types of mods -- Core, Armor, Booster, Ammo, and Amplifier -- have Warden mods available. Second, they're obtained a bit differently than most mods.



Sources of Warden mods

The primary source of Warden mods is from solving Warden Spires -- and conversely, solving a Warden Spire always gives you a Warden mod. With a few exceptions, the level of Warden mods depends on the planet. Also with a few exceptions, the type of mod depends on the type of spire, with Core mods usually coming from Regulator spires, Armor mods from Cultivator spires, Ammo mods from Terraformer spires, and Booster and Amplifier mods from Anchor spires.

By the time you've solved all 35 Warden Spires, you should have the following Warden mods:
Level II
Level III
Level IV
Core
1
4
1
Armor
2
3
1
Booster
2
4
1
Ammo
2
4
1
Amplifier
4
4
1
You'll notice that there are only 6 Core mods and Armor mods, but 9 Amplifier mods. This makes some sense, as you probably can use more weapon mods than ship mods. After all, prior to the Crimson Moon update there were only six ships available to play even on Switch, so why provide seven mods that you can only put one of in each ship?

These mods -- Levels II, III, and IV -- can also be bought at any fully-upgraded workshop on Necrom.

Outside the game, you can also get a full set of Level III Warden mods through the Ubisoft Club.

There are no Level I Warden mods. As usual, Level V mods have to be created in the Equinox's Mod Foundry by fusing three Level IV mods. There's no other source of Warden Level V mods.



Effects of Warden mods

Let's look at what the Warden mods provide at the various levels.

CORE MOD Level II Level III Level IV Level V
Energy
+45
+60
+85
+100
Damage for 5s after Elemental Combo
+25%
+25%
+25%
+50%
Damage while near electrum vein
+25%
+25%
+50%
Hack imps on impact
Yes

ARMOR MOD Level II Level III Level IV Level V
Defense
+17
+20
+27
+30
Resistance to all Elemental damage
+25%
+30%
+35%
+40%
Explosive damage when health becomes critical
Yes
Yes
Yes
Yes
Constant heal near Electrum Veins
Yes
Yes
Yes
Status Effect immunity
Yes

BOOSTER MOD Level II Level III Level IV Level V
Elemental resistance
+20%
+25%
+30%
+35%

AMMO MOD Level II Level III Level IV Level V
Damage
+20%
+35%
+40%
+55%
Damage to targets under Status Effect
+25%
+25%
+25%
+30%
Damage when using a target's Elemental weakness
+25%
+25%
+25%
+30%
Chance to stun when using a target's Elemental weakness
Yes
Yes

AMPLIFIER MOD Level II Level III Level IV Level V
Damage
+12%
+15%
+17%
+20%
Critical damage
+4%
+6%
+8%
+10%