Difference between revisions of "Modules"
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Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. | Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. | ||
− | You can go to the [[workshop]] to | + | You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out. |
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive. | It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive. | ||
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− | == Types of Modules == | + | ==Types of Modules== |
There are various kinds of modules to find. | There are various kinds of modules to find. | ||
− | === Active vs Passive === | + | ===Active vs Passive=== |
Modules will be either active or passive. | Modules will be either active or passive. | ||
− | ==== Active ==== | + | ====Active==== |
Active modules require manual activation. | Active modules require manual activation. | ||
Some need to be aimed, while others activate immediately on use. | Some need to be aimed, while others activate immediately on use. | ||
− | ==== Passive ==== | + | ====Passive==== |
Passive modules can be improvements to the core stats of your tower. | Passive modules can be improvements to the core stats of your tower. | ||
They can also activate automatically upon meeting their conditions. | They can also activate automatically upon meeting their conditions. | ||
− | === Offensive, Defenseive & Utility === | + | ===Offensive, Defenseive & Utility=== |
A module is either offensive, defensive, or utility. | A module is either offensive, defensive, or utility. | ||
− | ==== Offensive ==== | + | ====Offensive==== |
Offensive increase the damage of your tower in some way. | Offensive increase the damage of your tower in some way. | ||
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doing a unique attack upon activation or meeting the modules conditions. | doing a unique attack upon activation or meeting the modules conditions. | ||
− | ==== Defensive ==== | + | ====Defensive==== |
Defensive modules improve your tower's ability to survive attacks. | Defensive modules improve your tower's ability to survive attacks. | ||
They can be improvements to health/health regeneration, or damage reduction, etc. | They can be improvements to health/health regeneration, or damage reduction, etc. | ||
− | ==== Utility ==== | + | ====Utility==== |
Utility modules do not directly improve offense or defense, but instead have other effects. | Utility modules do not directly improve offense or defense, but instead have other effects. | ||
They can do things like supply energy for skills, or generate resources for example. | They can do things like supply energy for skills, or generate resources for example. | ||
− | == Upgrading Modules == | + | ==Upgrading Modules== |
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]]. | Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]]. | ||
Upgrading modules will increase their effects or their chance to activate. | Upgrading modules will increase their effects or their chance to activate. | ||
− | === Tiers === | + | ===Tiers=== |
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]]. | You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]]. | ||
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100. | Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100. |
Revision as of 20:41, 17 November 2019
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.
You can upgrade modules temporarily with experience, or go to the workshop to permanently upgrade your modules and switch them out.
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.
Contents
Types of Modules
There are various kinds of modules to find.
Active vs Passive
Modules will be either active or passive.
Active
Active modules require manual activation.
Some need to be aimed, while others activate immediately on use.
Passive
Passive modules can be improvements to the core stats of your tower.
They can also activate automatically upon meeting their conditions.
Offensive, Defenseive & Utility
A module is either offensive, defensive, or utility.
Offensive
Offensive increase the damage of your tower in some way.
This can be by boosting the damage of your bullets,
doing a unique attack upon activation or meeting the modules conditions.
Defensive
Defensive modules improve your tower's ability to survive attacks.
They can be improvements to health/health regeneration, or damage reduction, etc.
Utility
Utility modules do not directly improve offense or defense, but instead have other effects.
They can do things like supply energy for skills, or generate resources for example.
Upgrading Modules
Modules can be upgraded in the main game with experience, or permanently upgraded inside the workshop.
Upgrading modules will increase their effects or their chance to activate.
Tiers
You can unlock additional tiers of modules by prestiging inside the headquarters.
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.