Difference between revisions of "Modules"
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Revision as of 22:19, 4 December 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, Defensive & 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.
Active
Passive
- Attack speed : increase the amount of attack per second the tower.
- Basic attack : increase the tower damage amount.
- Basic bouncing : give a change to make the tower projectile bounce.
- Multishot : Sometime the tower will attack twice or even thrice.
Defensive
Defensive modules improve your tower's ability to survive attacks.
They can be improvements to health/health regeneration, or damage reduction, etc.
Active
Passive
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.
Active
Passive
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.
Percentage based modules usually cap at tier 5, additive modules are usually infinite.