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Modules

From the Loka Loka Wiki
Revision as of 13:35, 24 August 2026 by Kaph (talk | contribs) (Bypass redirects left behind by today's plural-to-singular page moves)
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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