Jump to content
Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Modules: Difference between revisions

From the Loka Loka Wiki
m Drop trailing periods from bullet points and table cells
m Bypass redirects left behind by today's plural-to-singular page moves
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
Modules can be added to [[Territory Generators]] and inhibitors to help either defend or destroy the TGen. Modules are separated into Offensive or Defensive modules. Offensive modules are only available for inhibitors and defensive modules for Tgens.
Modules can be added to [[Territory Generators]] and inhibitors to help either defend or destroy the TGen. Offensive modules are only available for inhibitors; defensive modules only for TGens.


The defensive Tgen modules are linked with one of the TGens power sources and will go offline if its respective Power Source is overloaded during an attack. A generator can have a maximum of 4 modules.
Defensive TGen modules are linked to one of the TGen's power sources and go offline if that source is overloaded during an attack — a generator can have a maximum of 4 modules. Attacking inhibitor modules are also linked to their power source, but instead of deactivating when a lamp is destroyed, they become weaker and less effective — [[Inhibitor]]s can have a maximum of 1 module. You can't equip an attacking module when fighting a neutral territory, since the generator will also have no modules.
 
The attacking inhibitor modules are again linked with its power sources but instead of being deactivated when a lamp is destroyed, the module becomes weaker and less effective. [[Inhibitors]] can have a maximum of 1 module.  
 
You cannot equip an attacking module when fighting against a neutral territory, as the generator will also have no modules.  


== Defensive Modules ==
== Defensive Modules ==


=== Buff Module (Green) ===
All modules (where applicable) have a 35-block activation range.


* Increases the health of golems to 200% (+100%)
{| class="wikitable"
**''This module is limited to 1 per Generator.''
! Module
 
! Effect
=== Debilitating Aura (Blue) ===
! Notes
 
|-
* Whenever Golems are hit by a melee attack, they will debuff nearby enemies with Slow II that blocks pearling and gives Mining Fatigue I  
| Buff Module (Green)
**''This module is mutually exclusive with Vicious Attack.''
| Increases the health of golems to 200% (+100%)
**''This module is limited to 1 per Generator.''
| Limited to 1 per generator
 
|-
=== Laser Module (Purple) ===
| Debilitating Aura (Blue)
 
| Golems hit by a melee attack debuff nearby enemies with Slow II, blocking pearling and giving Mining Fatigue I
* Fires a laser at a single target doing increasing damage over time to the player and nearby players until the target leaves its range
| Mutually exclusive with Vicious Attack; limited to 1 per generator
**''If you have multiple laser towers they will not all target the same player.''
|-
**Lasers will not target you through blocks
| Laser Module (Purple)
 
| Fires a laser at a single target, dealing increasing damage over time to it and nearby players until it leaves range
=== Lingering Death Module (Black) ===
| Multiple laser towers won't all target the same player; lasers can't target through blocks
 
|-
* Fires a laced potion at nearby enemies every 30 seconds that creates a bed of lingering blocks at its location. Enemies who walk on these blocks will gain the '''bleed debuff''' if they walk through it
| Lingering Death Module (Black)
**''Bleed - does some damage per second''
| Fires a laced potion at nearby enemies every 30 seconds, creating a bed of lingering blocks — walking through them applies '''Bleed''' (damage per second)
 
|
=== Slow Module (Cyan) ===
|-
 
| Slow Module (Cyan)
* Fires a laced potion at nearby enemies every 30 seconds that creates a bed of slowness blocks at its location. Enemies that walk through this cloud will receive Slow II and be unable to throw Ender Pearls
| Fires a laced potion at nearby enemies every 30 seconds, creating a bed of slowness blocks — walking through applies Slow II and blocks Ender Pearls
 
|
=== Spectral Module (White) ===
|-
 
| Spectral Module (White)
* All enemies in the territory who are charged will glow to your team  
| Charged enemies in the territory glow to your team; with 5 or fewer attackers left alive, all enemy players glow permanently
*If there are only 5 players alive remaining on the Attacking Side, all enemy players will become permanently glowing with Spectral. A
| Any attacker who gets a charge off is debuffed with '''Spectral Lockdown''' (can't damage Golem Protectors for 60 seconds); limited to 1 per generator
*Any attacking player that gets a charge off will be debuffed with '''Spectral Lockdown'''
|-
**''Spectral Lockdown -'' ''Cannot damage any Golem Protectors for 60 seconds''
| TNT Module (Red)
**''This module is limited to 1 per Generator.''
| Fires primed TNT at enemies within range, dealing heavy knockback and damage
 
|
=== TnT Module (Red) ===
|-
 
| Vicious Attack (Brown)
* Fires primed TnT at enemies within range and deals heavy knockback and damage
| Golems perform a knockback attack with a 10-second '''Bleed''' after teleporting to a player (randomly, or after being struck by an arrow)
 
| Mutually exclusive with Debilitating Aura; limited to 1 per generator; prevents Vicious Defense from being used on golems
=== Vicious Attack (Brown) ===
|}
 
* Golems will perform a new attack after teleporting, which causes all nearby enemies to be immediately knocked back and receive a 10 second '''bleed'''. Golems will perform this Vicious Attack when randomly teleporting to enemies and when teleporting to a player after being struck by an arrow  
**''Bleed - does some damage per second''
**''This module is mutually exclusive with Debilitating Aura.''
**''This module is limited to 1 per Generator.''
**''This module prevents Vicious defense from being used on golems.''
 
'''Note:''' All modules (where applicable) have a 35 block range activation.


== Offensive Modules ==
== Offensive Modules ==


There are 4 versions of each offensive module, where each subsequent one is less effective. This is because they lose power for each lamp that is destroyed on your inhibitor. Where damage or percentages vary between the different versions, 4 values are listed in decreasing order (e.g. 40% / 30% / 20% / 10%).
There are 4 versions of each offensive module, each weaker than the last as your inhibitor's lamps are destroyed. Where an effect varies between versions, values are listed in decreasing order (e.g. 40% / 30% / 20% / 10%).


=== Pearl Bomb (Magenta) ===
{| class="wikitable"
 
! Module
*Whenever an attacker throws an Ender Pearl, it has a '''15% / 10% / 10% / 5%''' chance on landing to spawn an Endermite bomb that will deal '''7.0 / 6.5 / 5.5 / 4.5''' hearts of damage when it explodes
! Effect
**''This is the same Endermite Bomb from the Core and will be subject to friendly-fire checks (won't blow up attackers), nor can they be damaged by the attacking team.''
! Notes
**''Sweeping attacks do not damage Endermites.''
|-
 
| Pearl Bomb (Magenta)
=== Tactical Rush (Orange) ===
| On landing, a thrown Ender Pearl has a 15% / 10% / 10% / 5% chance to spawn an Endermite bomb dealing 7.0 / 6.5 / 5.5 / 4.5 hearts on explosion
 
| Same Endermite Bomb as the Core; subject to friendly-fire checks; sweeping attacks don't damage Endermites
* When attackers warp, allies within 35 blocks of the inhib gain '''Focused Charge''' for '''420 seconds / 360s / 300s / 240s.''' Allies who die in the Battle Zone will drop an allied healing zone on the ground for '''60 seconds / 50s / 40s / 30s''' or until '''40h / 30h / 20h / 10h''' that heals for 3 hearts per second  
|-
**''Focused Assault - You cannot be slowed, any heal pots you throw won't heal enemies and on death a healing circle is temporarily left on the ground that only affects your side.''
| Tactical Rush (Orange)
 
| Allies within 35 blocks of the inhibitor gain '''Focused Charge''' for 420 / 360 / 300 / 240 seconds on warp; allies who die in the Battle Zone drop a healing zone (60 / 50 / 40 / 30 seconds, or until 40h / 30h / 20h / 10h) healing 3 hearts per second
=== Golem Override (Lime Green) ===
| '''Focused Charge''': immune to slow, heal pots don't heal enemies, and death leaves a healing circle that only affects your side
 
|-
* When attackers warp, Inhib Golems become '''Empowered''''' ''with '''300% / 200% / 200% / 100%''' base health and all defender ([[Territory]] Generator) modules will become disabled. Each '''Empowered''' inhibitor golem will re-enable the paired TGen Defending Module. This lasts for '''50% / 40% / 30% / 25%''' of the duration of the warp cooldown
| Golem Override (Lime Green)
**''Empowered - Golems are immune to projectile damage and have 300% total health.''
| On warp, Inhib Golems become '''Empowered''' with 300% / 200% / 200% / 100% base health, disabling all defender modules; each Empowered golem re-enables its paired TGen's defending module, for 50% / 40% / 30% / 25% of the warp cooldown
 
| '''Empowered''': immune to projectile damage, 300% total health
=== Supercharged (Yellow) ===
|-
 
| Supercharged (Yellow)
* Whenever you kill a golem, your charge lasts '''35 seconds / 30s / 25s / 20s''' and all allies within 10 blocks gain '''Thick Skinned''' and '''Debuff Resistance''' for '''120 seconds / 90s / 60s / 30s.'''
| Killing a golem extends your charge by 35 / 30 / 25 / 20 seconds and grants allies within 10 blocks '''Thick Skinned''' and '''Debuff Resistance''' for 120 / 90 / 60 / 30 seconds
**''Thick Skinned'' - You are immune to all bleed effects
| '''Thick Skinned''': immune to bleed. '''Debuff Resistance''': immune to debuffs, purging any active ones
**''Debuff Resistance - You are immune to debuffs, and any debuffs active when applied will be immediately purged.''
|-
 
| Chain Reaction (Light Blue)
=== Chain Reaction (Light Blue) ===
| Damaging a lamp '''Stuns''' a randomly chosen defending golem for 25 / 20 / 15 / 10 seconds
 
| '''Stunned''': immobilized, dies in one melee hit
* Whenever a lamp is damaged, another randomly chosen defending Golem will become '''Stunned''''' ''for '''25 seconds / 20s / 15s / 10s.'''
|-
**''Stunned - Golems are immobilized and will die in one melee hit.''
| Shield Wall (Light Gray)
 
| Blocking with a shield mitigates 100% / 80% / 60% / 40% of Conquest damage, healing you for the amount mitigated; grants 2 / 2 / 1 / 1 absorption hearts on warp with a shield equipped, with no knockback
=== Shield Wall (Light Gray) ===
| Conquest damage includes golems, laser modules, TNT modules, core damage, and living bombs
 
|}
* When blocking with a shield, you mitigate '''100% / 80% / 60% / 40%''' of [[Conquest]] Damage. You heal for the amount of conquest damage mitigated, gain '''2 / 2 / 1 / 1''' absorption hearts and take no knockback
*On warp, if you have a shield equipped you gain 2 absorption hearts
**''Conquest damage is all direct damage done by the generators defences. This includes golems, laser modules, TnT modules, core damage and living bombs.''


== Module Costs ==
== Module Costs ==


The cost of moduling Generators varies based on a number of factors. It is always a large quantity of a random resource. Every Generator has a set resource for the whole conquest month and it only changes at the end of the truce. You can find out what resource it requires by speaking to the NPC inside the Generator. You can also find out the resource and number required, by right-clicking on the lamp on the exterior of the Generator and hovering over a module.
Moduling costs a large quantity of a random resource, which varies per generator for the whole conquest month (changing only at the end of the truce) — check the NPC inside the generator, or right-click the lamp on its exterior and hover over a module, to see which. Resources fall into three tiers by how easy they are to obtain: high-tier (rarer) resources need fewer of them, low-tier (abundant) resources need more.


Each resource is split into one of three categories, based on how easy it is to obtain and how abundant it is. Each group determines how many of the resource is required to add a module. The harder to obtain (high tier) resources require less, and the easier to obtain (low tier) resources require more.
On the three continents, cost also rises with how many modules your empire already has:


=== Continents ===
The cost goes up depending on the number of modules you have in your empire.
{| class="wikitable"
{| class="wikitable"
!Number of Modules
! Number of Modules
!High Tier Cost
! High Tier Cost
!Medium Tier Cost
! Medium Tier Cost
!Low Tier Cost
! Low Tier Cost
|-
|-
|1 - 20
| 1 - 20 || 64 || 128 || 256
|64
|128
|256
|-
|-
|21 - 40
| 21 - 40 || 128 || 256 || 512
|128
|256
|512
|-
|-
|41 - 60
| 41 - 60 || 256 || 384 || 768
|256
|384
|768
|-
|-
|61 - 80
| 61 - 80 || 320 || 512 || 1024
|320
|512
|1024
|-
|-
|81 - 100
| 81 - 100 || 384 || 640 || 1280
|384
|640
|1280
|-
|101 - 120
|448
|768
|1536
|}
 
=== Balak ===
 
The cost is static.
{| class="wikitable"
!Number of Modules
!High Tier Cost
!Medium Tier Cost
!Low Tier Cost
|-
|-
|21 - 40
| 101 - 120 || 448 || 768 || 1536
|128
|256
|512
|}
|}


=== Rivina ===
Other locations work differently:
 
* All modules are free
*You may only have two modules
 
=== Capital Bountifuls ===
 
* All modules are free and can be changed/set during the 2-hour warm up time
 
=== Inhibitors ===


Moduling an inhibitor is always free and is picked at the point of activating an inhibitor.
* '''Balak''': a static cost of 128 (high tier) / 256 (medium) / 512 (low), regardless of how many modules you already have
* '''Rivina''': all modules are free; a generator may only have two
* '''Capital bountifuls''': all modules are free, and can be changed during the 2-hour warm-up
* '''Inhibitors''': moduling is always free, picked when the inhibitor is activated


== How to Add a Module ==
== How to Add a Module ==


Right-click on the Generator lamp, hover over the module of choice and shift-click. If you ever wish to remove a module for some reason you can follow the same steps to do so. However, there is little reason to do this as you can change your modules for free during the 1-hour warm-up time prior to a fight. This is known as Module Roulette.
Right-click the Generator lamp, hover over the module of choice, and shift-click — the same steps remove a module too, though there's little reason to since modules can be changed for free during the 1-hour warm-up before a fight (known as Module Roulette).


If the Generator is a capital bountiful tile, then the only way to add modules is during the 2-hour warm-up time prior to the fight. This is the only time where you can do this regardless of whether the generator has pre-existing modules or not. This is done by typing /c list and clicking on the active fight.
A capital bountiful tile is the exception: modules can only be added during its 2-hour warm-up, regardless of whether it already has modules, done by typing {{Cmd|/c list}} and clicking the active fight.


== Module Roulette ==
== Module Roulette ==


* In the hour after activating an Inhib and before the fight starts, all installed modules on both sides become blacked out visually. You will be unable to see which module is which
* In the hour after activating an inhibitor and before the fight starts, all installed modules on both sides are blacked out visually — neither side can see which module is which
* Both sides have the optional ability to change which module(s) they have already installed in order to play the enemy in their strategy. Once the Inhib goes online and the attack starts, the modules will be revealed
* Both sides can freely change their installed modules during this window to play against the enemy's strategy; once the inhibitor goes online and the attack starts, the modules are revealed
* Swapping out mods does not cost extra, you already paid up-front for your mods
* Swapping doesn't cost extra — you already paid up front for your modules
* You are able to remotely swap out your mods in /c list by clicking on the active fight
* Swaps can be done remotely via {{Cmd|/c list}}, by clicking the active fight
* You can only do this if your generator already has modules equipped
* Only possible if your generator already has modules equipped


[[Category:Conquest]]
[[Category:Conquest]]

Latest revision as of 13:35, 24 August 2026

Modules can be added to Territory Generators and inhibitors to help either defend or destroy the TGen. Offensive modules are only available for inhibitors; defensive modules only for TGens.

Defensive TGen modules are linked to one of the TGen's power sources and go offline if that source is overloaded during an attack — a generator can have a maximum of 4 modules. Attacking inhibitor modules are also linked to their power source, but instead of deactivating when a lamp is destroyed, they become weaker and less effective — Inhibitors can have a maximum of 1 module. You can't equip an attacking module when fighting a neutral territory, since the generator will also have no modules.

Defensive Modules

All modules (where applicable) have a 35-block activation range.

Module Effect Notes
Buff Module (Green) Increases the health of golems to 200% (+100%) Limited to 1 per generator
Debilitating Aura (Blue) Golems hit by a melee attack debuff nearby enemies with Slow II, blocking pearling and giving Mining Fatigue I Mutually exclusive with Vicious Attack; limited to 1 per generator
Laser Module (Purple) Fires a laser at a single target, dealing increasing damage over time to it and nearby players until it leaves range Multiple laser towers won't all target the same player; lasers can't target through blocks
Lingering Death Module (Black) Fires a laced potion at nearby enemies every 30 seconds, creating a bed of lingering blocks — walking through them applies Bleed (damage per second)
Slow Module (Cyan) Fires a laced potion at nearby enemies every 30 seconds, creating a bed of slowness blocks — walking through applies Slow II and blocks Ender Pearls
Spectral Module (White) Charged enemies in the territory glow to your team; with 5 or fewer attackers left alive, all enemy players glow permanently Any attacker who gets a charge off is debuffed with Spectral Lockdown (can't damage Golem Protectors for 60 seconds); limited to 1 per generator
TNT Module (Red) Fires primed TNT at enemies within range, dealing heavy knockback and damage
Vicious Attack (Brown) Golems perform a knockback attack with a 10-second Bleed after teleporting to a player (randomly, or after being struck by an arrow) Mutually exclusive with Debilitating Aura; limited to 1 per generator; prevents Vicious Defense from being used on golems

Offensive Modules

There are 4 versions of each offensive module, each weaker than the last as your inhibitor's lamps are destroyed. Where an effect varies between versions, values are listed in decreasing order (e.g. 40% / 30% / 20% / 10%).

Module Effect Notes
Pearl Bomb (Magenta) On landing, a thrown Ender Pearl has a 15% / 10% / 10% / 5% chance to spawn an Endermite bomb dealing 7.0 / 6.5 / 5.5 / 4.5 hearts on explosion Same Endermite Bomb as the Core; subject to friendly-fire checks; sweeping attacks don't damage Endermites
Tactical Rush (Orange) Allies within 35 blocks of the inhibitor gain Focused Charge for 420 / 360 / 300 / 240 seconds on warp; allies who die in the Battle Zone drop a healing zone (60 / 50 / 40 / 30 seconds, or until 40h / 30h / 20h / 10h) healing 3 hearts per second Focused Charge: immune to slow, heal pots don't heal enemies, and death leaves a healing circle that only affects your side
Golem Override (Lime Green) On warp, Inhib Golems become Empowered with 300% / 200% / 200% / 100% base health, disabling all defender modules; each Empowered golem re-enables its paired TGen's defending module, for 50% / 40% / 30% / 25% of the warp cooldown Empowered: immune to projectile damage, 300% total health
Supercharged (Yellow) Killing a golem extends your charge by 35 / 30 / 25 / 20 seconds and grants allies within 10 blocks Thick Skinned and Debuff Resistance for 120 / 90 / 60 / 30 seconds Thick Skinned: immune to bleed. Debuff Resistance: immune to debuffs, purging any active ones
Chain Reaction (Light Blue) Damaging a lamp Stuns a randomly chosen defending golem for 25 / 20 / 15 / 10 seconds Stunned: immobilized, dies in one melee hit
Shield Wall (Light Gray) Blocking with a shield mitigates 100% / 80% / 60% / 40% of Conquest damage, healing you for the amount mitigated; grants 2 / 2 / 1 / 1 absorption hearts on warp with a shield equipped, with no knockback Conquest damage includes golems, laser modules, TNT modules, core damage, and living bombs

Module Costs

Moduling costs a large quantity of a random resource, which varies per generator for the whole conquest month (changing only at the end of the truce) — check the NPC inside the generator, or right-click the lamp on its exterior and hover over a module, to see which. Resources fall into three tiers by how easy they are to obtain: high-tier (rarer) resources need fewer of them, low-tier (abundant) resources need more.

On the three continents, cost also rises with how many modules your empire already has:

Number of Modules High Tier Cost Medium Tier Cost Low Tier Cost
1 - 20 64 128 256
21 - 40 128 256 512
41 - 60 256 384 768
61 - 80 320 512 1024
81 - 100 384 640 1280
101 - 120 448 768 1536

Other locations work differently:

  • Balak: a static cost of 128 (high tier) / 256 (medium) / 512 (low), regardless of how many modules you already have
  • Rivina: all modules are free; a generator may only have two
  • Capital bountifuls: all modules are free, and can be changed during the 2-hour warm-up
  • Inhibitors: moduling is always free, picked when the inhibitor is activated

How to Add a Module

Right-click the Generator lamp, hover over the module of choice, and shift-click — the same steps remove a module too, though there's little reason to since modules can be changed for free during the 1-hour warm-up before a fight (known as Module Roulette).

A capital bountiful tile is the exception: modules can only be added during its 2-hour warm-up, regardless of whether it already has modules, done by typing /c list and clicking the active fight.

Module Roulette

  • In the hour after activating an inhibitor and before the fight starts, all installed modules on both sides are blacked out visually — neither side can see which module is which
  • Both sides can freely change their installed modules during this window to play against the enemy's strategy; once the inhibitor goes online and the attack starts, the modules are revealed
  • Swapping doesn't cost extra — you already paid up front for your modules
  • Swaps can be done remotely via /c list, by clicking the active fight
  • Only possible if your generator already has modules equipped