Modules

Modules are a newly added feature on Dec 20, 2023, giving more customization and power to your tower. There are 4 types of modules:

1. Cannons, improving damage and related stats
2. Armor, improving health and defensive stats
3. Generators, improving coin economy and related stats
4. Cores, improving UW damage, and UWs.

### Acquiring Modules

Modules are unlocked by reaching Tier 2 wave 90. Modules can be acquired using module tickets or gems. 10 module tickets are given for free when modules are first unlocked. Earning more tickets is not yet determined. You can buy modules with gems at x1 draw for 20 gems or x10 draws for 200 gems.

Modules can be purchased in 3 rarities: Common, Rare and Epic. The rates are shown below:

* Common module - 68.5%
* Rare Module - 29%
* Epic Module - 2.5%
* With bad luck protection, if you don't get an epic Module for 150 purchases, you're guaranteed an Epic Module.

### Upgrading Modules

Modules can be leveled up to improve their main stat using shards and coins. The maximum level of a module is determined by its current rarity. By merging modules to higher rarities, you can increase the module to its new max. Merging will not reset the current level of the module.

Shards can be earned from shattering modules, completing daily events, and buying them from the event shop.

Modules can be reset by using the "restore" button. The button does not cost resources and will return all shards spent and all coins spent. Reroll shards and gems are not returned.

### Boss Drops

Bosses have a 15% chance to drop modules and shards. Bosses can only drop common and rare modules. Once a boss drops a module, there is a 5 wave cooldown before the boss can drop a module again. The amount of shards dropped by bosses increase depending on the tier you are running.

## Merging Modules

Modules start as 1 of 3 rarities. The starting rarity determines how far a module can be merged and what rarity that module can be merged to.

1. Common: Cannot be merged.
2. Rare: Can be merged to Legendary+.
3. Epic: Can be merged to Ancestral with 5 stars (ancestral is the only rarity with stars)

### What is Merging?

Merging is boosting the rarity of a primary module which will also increase the main stat value and the main stat scaling. It also increases the highest level that module can reach.

**Important:** Rare modules will never receive a unique ability when merging even to epic or higher.

**Important:** Rare modules keep their original name. No rare will ever match with an epic that you pulled with gems.

### Merge Materials

A list of merging materials can be found in game and is shown when selecting modules. The image to the left is the list of modules and the materials required in game. There are 2 icons when merging modules: 1) module icon 2) wildcard (looks like orbs).

The module icon will always be used to denote the primary module on the left of the equation. The primary will always be the first module you click on when merging.

The icons shown after the "+" are the material quantity and type of materials needed to merge. If icon is a module icon, then it means it needs to be the same module as the primary at the rarity shown. The wildcard icon can be any module of the same type (Cannon, Armor, Generator or Core) and of the rarity shown.

### Merge Walkthrough

Using the image from the previous section, this is a sample of merging a module from rare to rare+.

**Important:** The first selection screen was filtered by type: armor and rarity: Rares. After the module was selected to be merged, only valid merge materials are shown and can be selected.

**Important:** Again note the primary rare name never changed and merging to epic does not give it a unique effect. It can still be used as wildcard material for a natural epic later.

## Module Stats

Modules have 3 types of stats: Main Effect, Sub-Module Effects, and Unique effects.

### Main Effect

The main effect will be an increase to tower damage, health, Coin Bonus or Ultimate Weapon damage based on the module type. This effect is the only effect that can be increased by leveling up the module.

### Sub-Module Effects

Sub-module effects are dependent on the type of module. For instance, cannon modules will get sub-module effects that increase damage workshop stats. The rarity for the sub-module is not determined by the rarity of the module but the maximum rarity for the effect is the same as the current module rarity. This means a legendary module may have a common sub-module effect but can receive a legendary effect on a reroll. The chance of each sub-module rarity is as follows:

 Chance

See sub-module effects for a list of effects

Sub-module effects that you do not want to be rerolled can be locked. Locking sub-module effects will raise the cost of rerolls.

 Cost

### Unique Effects

Epic modules that are drawn have a Unique Effect. Merging rare modules to epic will not give them unique abilities. Only modules drawn as epics will have unique abilities.