Modules: Difference between revisions
More actions
m Restructure Defensive/Offensive Modules as tables instead of a heading per module, and consolidate Module Costs from 5 subsections to 1 -- much less fragmented |
m Bypass redirects left behind by today's plural-to-singular page moves |
||
| Line 1: | Line 1: | ||
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. | 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 — [[ | 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. | ||
== Defensive Modules == | == Defensive Modules == | ||
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