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Modules

An example of Modules in the Module Storage.

A Module is a special optional upgrade item that can be placed in weapons or armor. They were introduced in the 16.2.0 update.

All elemental modules placed in the weapon will increase the weapons's elemental damage (depends on module type), non-elemental modules increase other weapon stats. Elemental modules placed into armor increase its elemental resistance. Non-elemental modules of the armor can increase the player’s stats.

Obtaining

Golden chest opening

Opening a golden chest.

Each time a player wins a match, they will receive chests that contain module packs.

(Tip: One can receive lots of chests in Raid mode. If they win easy they get a rare chest, mythical on medium and golden on hard. However, passing raids without proper modules in the guns is extremely difficult, since these modules are required to kill the enemies in this mode).

The modules' inventory does not have a limit, so running out of space wouldn't be problematic. However, the player can only have a maximum of 4 chests at once. They will not earn any more chests if they have 4 chests at once that are unopened or are in the process of opening.

Inserting and extracting modules

Inserting

One can’t place two of the same modules in one item. Moreover, weapons and armor have their power capacity. Each module requires some power, so one needs to choose modules according to their item power capacity.

Extracting

Modules from weapons or armor can be extracted by tapping on the module icon in the weapon's information window, then tapping "extract". However, it will cost a certain amount of shards to do so.

Limit

The current limit of inserting modules on any weapon or armor piece is three modules. Only up to one elemental module and two different non-elemental modules can be inserted.

Before 16.4.0, it was possible to place three elemental modules into a weapon or armor piece. However, as of 16.4.0, the player can no longer place two elemental modules in a weapon. If they already placed 2 or 3 elemental modules in a weapon (before the 16.4.0), they can remove the extra elemental modules from their weapon for free, or they can keep them.

Shards

Main article: Shard

A Shard is a craft-currency that allows a player to upgrade their module level or extract it from the item. One can receive shards from the module-crates or buy them in the bank.

List of modules

Elemental Modules

Elemental modules are a type of module that increase the elemental damage of a weapon and increase the elemental resistance of an armor piece. They apparently perform the same in modes like Team Fight and Deathmatch, but certainly practically different for Raid, since monsters require a certain elemental module to kill them, depending on what elemental modules the player has equipped. There are three types of elemental modules:

  • Kinetic: Increases kinetic damage for weapons and increases kinetic defense for armor.
  • Magic: Increases magic damage for weapons and increases magic defense for armor.
  • Energy: Increases energy damage for weapons and increases energy defense for armor.
Name Image Buff
Primary Kinetic Module
Kinetic Module Primary
  • I: Increases +5% kinetic damage for Primary weapons
  • II: Increases +10% kinetic damage for Primary weapons
  • III: Increases +15% kinetic damage for Primary weapons
  • IV: Increases +20% kinetic damage for Primary weapons
  • V: Increases +30% kinetic damage for Primary weapons
Backup Kinetic Module
Kinetic Module Backup
  • I: Increases +5% kinetic damage for Backup weapons
  • II: Increases +10% kinetic damage for Backup weapons
  • III: Increases +15% kinetic damage for Backup weapons
  • IV: Increases +20% kinetic damage for Backup weapons
  • V: Increases +30% kinetic damage for Backup weapons
Melee Kinetic Module
Kinetic Module Melee
  • I: Increases +5% kinetic damage for Melee weapons
  • II: Increases +10% kinetic damage for Melee weapons
  • III: Increases +15% kinetic damage for Melee weapons
  • IV: Increases +20% kinetic damage for Melee weapons
  • V: Increases +30% kinetic damage for Melee weapons
Special Kinetic Module
Kinetic Module Special
  • I: Increases +5% kinetic damage for Special weapons
  • II: Increases +10% kinetic damage for Special weapons
  • III: Increases +15% kinetic damage for Special weapons
  • IV: Increases +20% kinetic damage for Special weapons
  • V: Increases +30% kinetic damage for Special weapons
Sniper Kinetic Module
Kinetic Module Sniper
  • I: Increases +5% kinetic damage for Sniper weapons
  • II: Increases +10% kinetic damage for Sniper weapons
  • III: Increases +15% kinetic damage for Sniper weapons
  • IV: Increases +20% kinetic damage for Sniper weapons
  • V: Increases +30% kinetic damage for Sniper weapons
Heavy Kinetic Module
Kinetic Module Heavy
  • I: Increases +5% kinetic damage for Heavy weapons
  • II: Increases +10% kinetic damage for Heavy weapons
  • III: Increases +15% kinetic damage for Heavy weapons
  • IV: Increases +20% kinetic damage for Heavy weapons
  • V: Increases +30% kinetic damage for Heavy weapons
Armor Kinetic Module
Kinetic Module Armor
  • I: Increases +5% kinetic defence for Armor
  • II: Increases +10% kinetic defence for Armor
  • III: Increases +15% kinetic defence for Armor
  • IV: Increases +20% kinetic defence for Armor
  • V: Increases +30% kinetic defence for Armor
Primary Energy Module
Energetic Module Primary
  • I: Increases +5% energy damage for Primary weapons
  • II: Increases +10% energy damage for Primary weapons
  • III: Increases +15% energy damage for Primary weapons
  • IV: Increases +20% energy damage for Primary weapons
  • V: Increases +30% energy damage for Primary weapons
Backup Energy Module
Energetic Module Backup
  • I: Increases +5% energy damage for Backup weapons
  • II: Increases +10% energy damage for Backup weapons
  • III: Increases +15% energy damage for Backup weapons
  • IV: Increases +20% energy damage for Backup weapons
  • V: Increases +30% energy damage for Backup weapons
Melee Energy Module
Energetic Module Melee
  • I: Increases +5% energy damage for Melee weapons
  • II: Increases +10% energy damage for Melee weapons
  • III: Increases +15% energy damage for Melee weapons
  • IV: Increases +20% energy damage for Melee weapons
  • V: Increases +30% energy damage for Melee weapons
Special Energy Module
Energetic Module Special
  • I: Increases +5% energy damage for Special weapons
  • II: Increases +10% energy damage for Special weapons
  • III: Increases +15% energy damage for Special weapons
  • IV: Increases +20% energy damage for Special weapons
  • V: Increases +30% energy damage for Special weapons
Sniper Energy Module
Energetic Module Sniper
  • I: Increases +5% energy damage for Sniper weapons
  • II: Increases +10% energy damage for Sniper weapons
  • III: Increases +15% energy damage for Sniper weapons
  • IV: Increases +20% energy damage for Sniper weapons
  • V: Increases +30% energy damage for Sniper weapons
Heavy Energy Module
Energetic Module Heavy
  • I: Increases +5% energy damage for Heavy weapons
  • II: Increases +10% energy damage for Heavy weapons
  • III: Increases +15% energy damage for Heavy weapons
  • IV: Increases +20% energy damage for Heavy weapons
  • V: Increases +30% energy damage for Heavy weapons
Armor Energy Module
Energetic Module Armor
  • I: Increases +5% energy defence for Armor
  • II: Increases +10% energy defence for Armor
  • III: Increases +15% energy defence for Armor
  • IV: Increases +20% energy defence for Armor
  • V: Increases +30% energy defence for Armor
Primary Magic Module
Magic Module Primary
  • I: Increases +5% magic damage for Primary weapons
  • II: Increases +10% magic damage for Primary weapons
  • III: Increases +15% magic damage for Primary weapons
  • IV: Increases +20% magic damage for Primary weapons
  • V: Increases +30% magic damage for Primary weapons
Backup Magic Module
Magic Module Backup
  • I: Increases +5% magic damage for Backup weapons
  • II: Increases +10% magic damage for Backup weapons
  • III: Increases +15% magic damage for Backup weapons
  • IV: Increases +20% magic damage for Backup weapons
  • V: Increases +30% magic damage for Backup weapons
Melee Magic Module
Magic Module Melee
  • I: Increases +5% magic damage for Melee weapons
  • II: Increases +10% magic damage for Melee weapons
  • III: Increases +15% magic damage for Melee weapons
  • IV: Increases +20% magic damage for Melee weapons
  • V: Increases +30% magic damage for Melee weapons
Special Magic Module
Magic Module Special
  • I: Increases +5% magic damage for Special weapons
  • II: Increases +10% magic damage for Special weapons
  • III: Increases +15% magic damage for Special weapons
  • IV: Increases +20% magic damage for Special weapons
  • V: Increases +30% magic damage for Special weapons
Sniper Magic Module
Magic Module Sniper
  • I: Increases +5% magic damage for Sniper weapons
  • II: Increases +10% magic damage for Sniper weapons
  • III: Increases +15% magic damage for Sniper weapons
  • IV: Increases +20% magic damage for Sniper weapons
  • V: Increases +30% magic damage for Sniper weapons
Heavy Magic Module
Magic Module Heavy
  • I: Increases +5% magic damage for Heavy weapons
  • II: Increases +10% magic damage for Heavy weapons
  • III: Increases +15% magic damage for Heavy weapons
  • IV: Increases +20% magic damage for Heavy weapons
  • V: Increases +30% magic damage for Heavy weapons
Armor Magic Module
Magic Module Armor
  • I: Increases +5% magic defence for Armor
  • II: Increases +10% magic defence for Armor
  • III: Increases +15% magic defence for Armor
  • IV: Increases +20% magic defence for Armor
  • V: Increases +30% magic defence for Armor

Non-elemental Modules

Non-elemental modules, also called attribute modifiers, are a type of module that increase other weapon stats. Non-elemental modules of the armor can increase the player’s stats.

Type Image Name Tiers
Primary
D9B85DA5-4F16-4A19-8DD6-5E347F47A1F2
Unloading
  • I: 10% ammunition
  • II: 20% ammunition
  • III: 40% ammunition
  • IV: 50% ammunition
  • V: 100% ammunition
Primary
06D7D993-FC4C-4AE3-B570-7D3358317191
Butt of the Rifle
  • I: 10% bullet dispersion
  • II: 20% bullet dispersion
  • III: 30% bullet dispersion
  • IV: 40% bullet dispersion
  • V: 50% bullet dispersion
Primary
2B6D1FB3-6DB0-4C89-BD4C-C22CF355E739
Upgraded Magazine
  • I: 5% reload speed
  • II: 10% reload speed
  • III: 20% reload speed
  • IV: 30% reload speed
  • V: 50% reload speed
Backup
3CF1950C-54A6-4483-9317-0A559F5F8820
Drum Magazine
  • I: 10% clip size
  • II: 15% clip size
  • III: 20% clip size
  • IV: 30% clip size
  • V: 50% clip size
Backup
F5DED809-F657-4994-B287-37B6D1F19660
Lucky Bullet
  • I: 2% critical chance
  • II: 3% critical chance
  • III: 5% critical chance
  • IV: 7.5% critical chance
  • V: 10% critical chance
Backup
D58AA195-7EF1-4948-BDF8-379011A54568
Bandolier
  • I: 5% reload speed
  • II: 10% reload speed
  • III: 20% reload speed
  • IV: 30% reload speed
  • V: 50% reload speed
Melee
7F024D56-0AF5-49CB-8B6E-30470076DA7C
Alloy
  • I: 1% movement speed with melee
  • II: 3% movement speed with melee
  • III: 6% movement speed with melee
  • IV: 8% movement speed with melee
  • V: 10% movement speed with melee
Melee
DBB68FD6-3C75-40FF-B52C-386AA0FD9725
Astral Blade
  • I: 5% damage radius
  • II: 10% damage radius
  • III: 20% damage radius
  • IV: 30% damage radius
  • V: 50% damage radius
Melee
68728CC4-9676-4CCA-9B33-C06ED4CF95C3
Shiv
  • I: 5% attack speed
  • II: 10% attack speed
  • III: 15% attack speed
  • IV: 20% attack speed
  • V: 25% attack speed
Special
8559CD82-FEAB-4FBD-B42A-E2ACA49304CE
Battery
  • I: 10% ammunition
  • II: 20% ammunition
  • III: 30% ammunition
  • IV: 40% ammunition
  • V: 50% ammunition
Special
DA0CFBBE-0F29-463B-B61A-34BC4B152F21
Oilcan
  • I: 5% reload speed
  • II: 10% reload speed
  • III: 20% reload speed
  • IV: 30% reload speed
  • V: 50% reload speed
Special
88ADA0A4-4083-4441-B81D-D8C9ABE131B8
Voodoo Doll
  • I: 10% effect duration
  • II: 20% effect duration
  • III: 30% effect duration
  • IV: 40% effect duration
  • V: 50% effect duration
Sniper
97340E12-EF91-466E-8EF7-1E9128DDD950
Lenses
  • I: 2% zoom
  • II: 5% zoom
  • III: 10% zoom
  • IV: 15% zoom
  • V: 25% zoom
Sniper
5CE11B4A-B200-4179-86BF-3DB3397A0A19
Handgrip
  • I: 5% stability
  • II: 10% stability
  • III: 20% stability
  • IV: 30% stability
  • V: 50% stability
Sniper
B630C72B-5878-4EEC-AEA6-4F363995E4CC
Muzzle Brake
  • I: 5% recoil reduction
  • II: 15% recoil reduction
  • III: 20% recoil reduction
  • IV: 30% recoil reduction
  • V: 50% recoil reduction
Heavy
BB8D28F8-00C9-4157-896B-DD8B0D8CF3EB
Shrapnel
  • I: 5% damage radius
  • II: 15% damage radius
  • III: 30% damage radius
  • IV: 50% damage radius
  • V: 70% damage radius
Heavy
AACDA6A9-F34C-4EB7-B9B7-EE2959F5F939
Jet Fuel
  • I: 5% rocket speed
  • II: 20% rocket speed
  • III: 30% rocket speed
  • IV: 50% rocket speed
  • V: 100% rocket speed
Heavy
4489A292-0485-48BE-9E64-A9F5BDC08E1E
Pouch
  • I: 5% reload speed
  • II: 10% reload speed
  • III: 15% reload speed
  • IV: 20% reload speed
  • V: 25% reload speed
Armor
F72C10F8-493D-4406-9EAB-DCFDDBD1AE7B
Accelerator
  • I: 2% movement speed
  • II: 4% movement speed
  • III: 6% movement speed
  • IV: 8% movement speed
  • V: 10% movement speed
Armor
E50101F9-2236-4163-BF52-DC769EAA98DD
Repair Kit
  • I: 10 seconds
  • II: 5 seconds
  • III: 3 seconds
  • IV: 2 seconds
  • V: 1 second
  • Note: Each second repairs 2% of the player's armor. However, the percentage increases by armor regeneration improvers from the player's wear, like the Cyber Santa Armor, which will make the player regenerate a higher percentage of armor per the Repair Kit’s efficiency, for example.
Armor
6A449BA7-9DEF-4313-83B3-FE53F0712FCF
Camouflage
  • I: 100 meters hiding distance
  • II: 70 meters hiding distance
  • III: 40 meters hiding distance
  • IV: 20 meters hiding distance
  • V: 10 meters hiding distance
  • Note: Hiding distance hides the user's nickname from their enemies a certain amount of meters away. For example, a hiding distance of 100m means enemies 100m away cannot see their nickname, making them much less likely to spot them.

Module Combinations

Module Combinations, or module combos, can make the player's weapons have a unique ability (only 1 combination per weapon). A combination can be made from 2 or 3 different modules, with at least one elemental module.

Most combinations have a cooldown that occur when the weapon with the module combination is equipped. Moreover, the weapon needs to stay equipped so that the cooldown doesn't reset. However, the cooldown can be reduced by killing the player with the said weapon.

Main articles: Turbo Charger, Lucky Shot & Piercing Shells
Primary Mod Abilities
Main articles: Fortune, Lucky Chance & Ball Lightning
BackUp Mod Abilities
Main articles: Vampirism, Blood Thirst & Energy Shield (Module Combination)
Melee Mod Abilities
Main articles: Explosive Ammo, Shock (Module Combination) & Mine Field
Special Mod Abilities
Main articles: Steel Hands, Oracle & Disguise
Sniper Mod Abilities
Main articles: Last Word, Stone Skin & Homing Rocket
Heavy Mod Abilities
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