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The Melee Energy Module is an elemental module introduced in the 16.2.0 update.

Appearance

It appears to be a blue and cyan sword handle with a cyan lightning bolt symbol on it.

Use

It is used to insert in a Melee weapon so that it can be part of a module combination. It also allows to damage enemies in Raid that require energy damage on it to be damaged.

Buffs

Level Modules required Shards required Buff Shards needed to extract Requirement for Raid? Amount of power it consumes
I None None +5% energy damage 1 shard No, since the module's level isn't high enough. 1
II 5 level I Melee Energy Modules 50 shards +5% energy damage for Melee weapons (total: +10% energy damage for Melee weapons) 5 shards Enough to go against monsters in Dead City (if a level 2 kinetic module is also equipped) and Magical Valley (if a level 2 magic module is also equipped) in Raid and medium. 5
III 5 level II Melee Energy Modules 100 shards +5% energy damage for Melee weapons (total: +15% energy damage for Melee weapons) 15 shards Enough to go against monsters in Dead City and Magical Valley (if a level 3 kinetic module and a level 3 magic module are equipped) in Raid in medium and hard. 10
IV 5 level III Melee Energy Modules 500 shards +5% energy damage for Melee weapons (total: +20% energy damage for Melee weapons) 20 shards Enough to go against monsters in Dead City and Magical Valley (if a level 3 kinetic module and a level 3 magic module are equipped) in Raid in medium and hard. 20
V 5 level IV Melee Energy Modules 1000 shards +10% energy damage for Melee weapons (total: +30% energy damage for Melee weapons) 25 shards Enough to go against monsters in Dead City and Magical Valley (if a level 3 kinetic module and a level 3 magic module are equipped) in Raid in medium and hard. 30

Combination

The combination in which this module can be used in is the Energy Shield. This combination, which also requires the Alloy and the Astral Blade, temporarily protects from long distance attacks.

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