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Modules

An example of Modules in the Module Storage.

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

Golden chest opening

Opening a golden chest of modules.

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
Kinetic Module Primary
Primary increase kinetic damage
Kinetic Module
Kinetic Module Backup
Backup increase kinetic damage
Kinetic Module
Kinetic Module Melee
Melee increase kinetic damage
Kinetic Module
Kinetic Module Special
Special increase kinetic damage
Kinetic Module
Kinetic Module Sniper
Sniper increase kinetic damage
Kinetic Module
Kinetic Module Heavy
Heavy increase kinetic damage
Kinetic Module
Kinetic Module Armor
Armor Increases kinetic defense
Energetic Module
Energetic Module Primary
Primary increase energy damage
Energetic Module
Energetic Module Backup
Backup increase energy damage
Energetic Module
Energetic Module Melee
Melee increase energy damage
Energetic Module
Energetic Module Special
Special increase energy damage
Energetic Module
Energetic Module Sniper
Sniper increase energy damage
Energetic Module
Energetic Module Heavy
Heavy increase energy damage
Energetic Module
Energetic Module Armor
Armor Increases energy defense
Magic Module
Magic Module Primary
Primary increase magic damage
Magic Module
Magic Module Backup
Backup increase magic damage
Magic Module
Magic Module Melee
Melee increase magic damage
Magic Module
Magic Module Special
Special increase magic damage
Magic Module
Magic Module Sniper
Sniper increase magic damage
Magic Module
Magic Module Heavy
Heavy increase magic damage
Magic Module
Magic Module Armor
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


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