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A Module is a special upgrade item that can be placed in weapon, armor or gadgets. All elemental modules placed in the weapon will increase it’s Elemental DPS (depends on module type), non-elemental modules increase other weapon stats. Elemental modules placed into armor increase it’s elemental resistance. Non-elemental modules can increase the player’s stats.
Obtaining
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. However, passing raids without proper modules in the guns is extremely difficult).
You see that the modules' inventory has a limit, but they don't. So don't worry if you think you will run out of space and you will lose the modules.
Inserting and extracting modules
Modules from weapons, armor or gadgets, 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.
One can’t place two same modules in one item. Moreover, weapons and armor now have their energy intensity. Each module requires some energy, so one needs to choose modules according to their item energy intensity.
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
- This list is incomplete. Please add the buffs to this list.
Name | Image | Category | Buff |
---|---|---|---|
Kinetic Module | Primary | increase kinetic damage | |
Kinetic Module | Backup | increase kinetic damage | |
Kinetic Module | Melee | increase kinetic damage | |
Kinetic Module | Special | increase kinetic damage | |
Kinetic Module | Sniper | increase kinetic damage | |
Kinetic Module | Heavy | increase kinetic damage | |
Kinetic Module | Armor | Increases kinetic defense | |
Energetic Module | Primary | increase energy damage | |
Energetic Module | Backup | increase energy damage | |
Energetic Module | Melee | increase energy damage | |
Energetic Module | Special | increase energy damage | |
Energetic Module | Sniper | increase energy damage | |
Energetic Module | Heavy | increase energy damage | |
Energetic Module | Armor | Increases energy defense | |
Magic Module | Primary | increase magic damage | |
Magic Module | Backup | increase magic damage | |
Magic Module | Melee | increase magic damage | |
Magic Module | Special | increase magic damage | |
Magic Module | Sniper | increase magic damage | |
Magic Module | Heavy | increase magic damage | |
Magic Module | Armor | Increases magic defense |
- Non-elemental Modules
-Primary: Unloading.
Butt of the rifle: Bullet dispersion reduction 10%(+10% per upgrade)
Upgraded magazine: Reload Acceleration 2%
-Back Up: Drum Magazine. Lucky Bullet. Bandolier
-Melee: Alloy. Astral Blade, Shiv.
-Special: Battery. Oilcan. Voodoo Doll.
-Sniper: Handgrip. Lenses. Muzzle Brake.
-Heavy: Shrapnel. Pouch. Jet Fuel.
-Armor Accelerator. Repair Kit. Camouflage.
Module Combinations
Module Combinations can make your weapons have a unique ability(1 combination per weapon). A combination can be made from 2 or 3 different modules.
- Magic + Unloading (Primary): Lucky Shot—Passive, grants a chance at gaining a bullet back on headshot (Default 1% chance)
- Kinetic + Lucky Bullet + Bandolier: Fortune—Active, Every shot delivers a critical hit for a certain amount of time (Default 4.5 seconds)
- Kinetic+Magic+Lucky (Back-Up): Lucky Chance - Gives a chance to recover health after a critical hit(Passive)
- Magic + Alloy (Melee): Blood Thirst—Grants increased mobility (Default +10) on kill
- Kinetic + Hand Grip (Sniper): Steel Hands- Removes bullet spread when shooting. (Passive)
- Energy + Butt of the rifle + upgraded magazine (primary): Turbo Charger - Grants your weapon to shoot without using ammunition and reduced dispersion
- Energy + Upgraded Magazine (Primary): Piercing Shells - Grants a (Default +5) damage increase on your weapon.
- Kinetic + Battery (Special): Explosive Ammo—Passive, Upon reloading the discarded clip deals damage in an area (20 Default) [NOTE: Only functions when the clip is empty, tactical reloads will not cause the explosion.]
- Jet Fuel + Shrapnel + Energy (Heavy): Homing Missiles - Summons a missile that follows your opponents with 50 damage (Default)
- Lenses + hand grip + energy (sniper): DISGUISE - (active ability) you become invisible when stationary for six seconds (default)
- Energy + Bandoiler + Drum Magazine (back up): Ball lightning - shoots a ball of lightning that deals 50 damage and has 10 points of slow
- Energy + Oil Can + Battery (special): Minefield- drops four demo man mines in a square around you, dealing 20 damage (default) when enemies come into contact with the mines
- Magic + Pouch + Shrapnel (heavy): Stone Skin - grants immunity to explosions for 5 seconds (default)
- Kinetic+ Jet Fuel + Shrapnel (heavy): Last Word - Creates an explosion on the place of your death