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

Appearance

It appears to be a blue and cyan sniper magazine with a cyan lightning bolt symbol on it.

Use

It is used to insert in a Sniper 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 Sniper Energy Modules 50 shards +5% energy damage for Sniper weapons (total: +10% energy damage for Sniper 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 Sniper Energy Modules 100 shards +5% energy damage for Sniper weapons (total: +15% energy damage for Sniper 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 Sniper Energy Modules 500 shards +5% energy damage for Sniper weapons (total: +20% energy damage for Sniper 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 Sniper Energy Modules 1000 shards +10% energy damage for Sniper weapons (total: +30% energy damage for Sniper 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 Disguise. This combination, which also requires the Handgrip and the Lenses, temporarily makes the player invisible while they aren't moving.

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