Modules

Modules are the core system of Tetra.

Each tool consists of a collection of modules. There are two module types: primary "major modules" and secondary "minor" modules. Major modules are often the most important features of the tool, such as its handle, an axe head, a sword blade, and so on - without which there would be no tool. Minor modules consist of various tactical doodads. The technical difference between the two is that major modules can be improved (for example enchanted) while minor modules cannot.

## Module Types

### Major Modules

Major modules are the parts of the tool that make it functional, such as the handle or the blade. They can be swapped out with new materials at any time or with entirely new modules, allowing a pickaxe to upgrade from iron to diamond, or to replace one side of a pickaxe with an axe to provide the tool with the functionality of both things at once. Tetra even introduces a variety of new tools and weapon types, such as adzes, spears, knives, and more, making it possible to design complex and useful multi-tools.

Major modules sometimes also benefit from specific "Improvements" related to their material type. Where relevant, only major modules are affected by material-based Improvements.

### Minor Modules

Minor modules are optional, but can help a tool or weapon in various ways. They may increase Integrity, offer armor to the player, increase Honing speed, raise the weapon's damage, and so on. The types of minor modules available are highly dependent on the tool or weapon in question, with the most common option being bindings, which increase Integrity, and socket slots, which use gems to offer various advantages.

Minor modules are not affected by material-based Improvements, though they may still benefit from material-based Effects.

## Integrity

Integrity (seen below the tool in a Workbench), represents the quantity of upgrades and improvements a single tool may receive. When a tool has used all of its Integrity, it can no longer be upgraded.

Materials may consume or provide Integrity depending on which modules they are used in. Most tools generate most of their Integrity from their handles, but bows generate Integrity from their string. Minor modules, such as bindings or a reinforced fuller, can increase a tool's Integrity, but many modules offer some kind of upgrade to a weapon unto themselves and thus, instead, consume Integrity. Integrity may increase with time, see Settling.

## Honing

As Tetra weapons and tools are used, they gain a kind of experience called "Honing". Once a tool reaches 100% Honing, from the workbench, they may choose one aspect of any major module to be upgraded. Options will vary depending on the type of tool, but swords may, for example, be given the option to increase damage. Once a tool has increased a particular attribute to Tier 5, it may be given the option to Hone the overall tier of the tool itself, which may allow those tools to mine or harvest things they wouldn't have otherwise been able to harvest.

Each Honing upgrade will consume some Integrity, and the Honing is specific to that particular module such that if the module is replaced with a new material, all Honing on that module will be lost and the new module must begin again from scratch, albeit with a potentially fresh slate of Integrity.

## Settling

Major modules typically "Settle" over time. Like Honing, major modules will gain experience towards Settling over time by being used. Once a module has Settled, it may add Integrity to the tool, or use less Integrity, thereby freeing up Integrity for additional upgrades.

## Enchanting — Magic Capacity

Tetra tools cannot be given enchantments via anvils. Instead, the player must enchant a major module of the tool by applying an Enchanting improvement at the workbench.

Each major module will have a certain level of magical capacity provided by the material it is made from, and each enchantment will consume some of that capacity. As long as the magical capacity of the module is not exceeded, the tool can be repaired as needed without penalty. However, if the tool receives more enchantments than its magical capacity will allow, repairs will cost the player levels, and there is some risk of adverse affect to the tool itself.

There are a few ways of increasing magic capacity, such as Gilding (which requires a scroll), or by using modules made of gold, since gold innately increases the magic capacity of a tool.

## Improvements

Some modules can be improved. Improvements differ from base modules in that they have a "`+"` icon in the lower right corner (for example "Enchant" is an improvement, not a module on it's own). An Improvement is an irreversible action to a module. This is important, because some improvements consume integrity. The only way to remove an Improvement is to completely replace the module that was Improved

Some Improvements can be Honed once they've been applied to a module, making them stronger.

Module Improvements are not the same as material Improvements. Material Improvements are innate to the material itself, but will only manifest in major modules, whereas module Improvements are Improvements applied to one specific module. The "Arrested" malus innate to diamond is an example of a material Improvement (though it does harm, rather than improve the material). A material Effect, by contrast, will be applied regardless of whether the material is being used in a major or minor module - gold, for example, offers the Stability Effect regardless of where it is used. The difference between an "Effect" and an "Improvement" is largely technical, but the difference between them explains why some phenomenon materialize in all modules, while other phenomenon only materialize in major modules.

## Tweaking

Tweaking is a rarely appearing mechanic for changing parameters of a tool, which can increase some statistics in favor of others. It is accessible through module's tweak tab in the workbench. It is disabled by default, with text showing "Tweaking unavailable" for modules that do not support it, or modules that weren't upgraded yet.

Currently there is no easy way to check which modules can be tweaked and which items can be used for tweaking.

## Gallery

GUI showing gem module in the binding place of a two headed tool. Items that can be used to craft the module are highlighted in the inventory (here, Pristine Diamond)Modules available for the left head of a two headed tool. Modules with a little "+" icon are improvements to the existing module (in this case "Enchant" is an improvement).