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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 insert a module by tapping on the Armory, then double tapping on the desired weapon, then one of the module squares. Next, they would have to tap on the modules, then a module slot, then press "Insert".

One can’t place two of the same modules in one item, but as of the 16.7.0 update, the player can place the same specific module to all of the weapons in the specific category instead of individually placing replicas of the module to each weapons.

Before the 16.7.0 update, weapons and armor used to have their power capacity. Each module requires some power, so one needs to choose modules according to their item power capacity. The higher the level of your weapon, the higher power capacity it has.

Extracting

Modules from weapons or armor can be extracted by tapping on the module icon in the weapon's information window, then tapping "extract".

Before the 16.7.0 update, it will cost a certain amount of shards to do so. The amount of shards required will be larger as the module level increases. However, after the 16.7.0 update, with the removal of shards, there no longer is a cost to extracting modules.

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 was a craft-currency that allowed 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 store. It was removed in the 16.7.0 update and the amount of shards was compensated to coins to all of the players in the said update.

List of modules

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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
Unloading
Unloading
  • I: 10% ammunition
  • II: 20% ammunition
  • III: 40% ammunition
  • IV: 50% ammunition
  • V: 100% ammunition
Primary
Butt of the Rifle
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
Upgraded Magazine
Upgraded Magazine
  • I: 5% reload speed
  • II: 10% reload speed
  • III: 20% reload speed
  • IV: 30% reload speed
  • V: 50% reload speed
Backup
Drum Magazine
Drum Magazine
  • I: 10% clip size
  • II: 15% clip size
  • III: 20% clip size
  • IV: 30% clip size
  • V: 50% clip size
Backup
Lucky Bullet
Lucky Bullet
  • I: 2% critical chance
  • II: 3% critical chance
  • III: 5% critical chance
  • IV: 7.5% critical chance
  • V: 10% critical chance
Backup
Bandolier
Bandolier
  • I: 5% reload speed
  • II: 10% reload speed
  • III: 20% reload speed
  • IV: 30% reload speed
  • V: 50% reload speed
Melee
Alloy
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
Astral Blade
Astral Blade
  • I: 5% damage radius
  • II: 10% damage radius
  • III: 20% damage radius
  • IV: 30% damage radius
  • V: 50% damage radius
Melee
Shiv
Shiv
  • I: 5% attack speed
  • II: 10% attack speed
  • III: 15% attack speed
  • IV: 20% attack speed
  • V: 25% attack speed
Special
Battery
Battery
  • I: 10% ammunition
  • II: 20% ammunition
  • III: 30% ammunition
  • IV: 40% ammunition
  • V: 50% ammunition
Special
Oilcan
Oilcan
  • I: 5% reload speed
  • II: 10% reload speed
  • III: 20% reload speed
  • IV: 30% reload speed
  • V: 50% reload speed
Special
Voodoo Doll
Voodoo Doll
  • I: 10% effect duration
  • II: 20% effect duration
  • III: 30% effect duration
  • IV: 40% effect duration
  • V: 50% effect duration
Sniper
Lenses
Lenses
  • I: 2% zoom
  • II: 5% zoom
  • III: 10% zoom
  • IV: 15% zoom
  • V: 25% zoom
Sniper
Handgrip
Handgrip
  • I: 5% stability
  • II: 10% stability
  • III: 20% stability
  • IV: 30% stability
  • V: 50% stability
Sniper
Muzzle Brake
Muzzle Brake
  • I: 5% recoil reduction
  • II: 15% recoil reduction
  • III: 20% recoil reduction
  • IV: 30% recoil reduction
  • V: 50% recoil reduction
Heavy
Sharpnel
Shrapnel
  • I: 5% damage radius
  • II: 15% damage radius
  • III: 30% damage radius
  • IV: 50% damage radius
  • V: 70% damage radius
Heavy
Jet Fuel
Jet Fuel
  • I: 5% rocket speed
  • II: 20% rocket speed
  • III: 30% rocket speed
  • IV: 50% rocket speed
  • V: 100% rocket speed
Heavy
Pouch
Pouch
  • I: 5% reload speed
  • II: 10% reload speed
  • III: 15% reload speed
  • IV: 20% reload speed
  • V: 25% reload speed
Armor
Accelerator
Accelerator
  • I: 2% movement speed
  • II: 4% movement speed
  • III: 6% movement speed
  • IV: 8% movement speed
  • V: 10% movement speed
Armor
Repair Kit
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
Camouflage
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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Pixel Gun 3D

Pixel Gun World

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Elemental Modules

Non-Elemental Modules

Module Combinations

Module Chests

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