Pixel Gun Wiki
Pixel Gun Wiki
m (Reverted edits by Scc67217 (talk) to last version by JustLeafy)
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== List of modules ==
 
== List of modules ==
 
=== Elemental Modules ===
 
=== 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:
+
'''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 perform the same in modes like [[Team Fight]] and [[Deathmatch]] (except with the opponent's defense to armor), but they are 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.
 
* '''Kinetic:''' Increases kinetic damage for weapons and increases kinetic defense for armor.
 
* '''Magic:''' Increases magic damage for weapons and increases magic defense for armor.
 
* '''Magic:''' Increases magic damage for weapons and increases magic defense for armor.

Revision as of 16:19, 24 April 2020

Module

An example of Modules in the Module Storage.

ModuleIcons

Module Icons

A Module, sometimes abbreviated as a Mod, 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' 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.

Before 16.4.0, modules can be identified in the Armory and loadout (elemental only) by three elemental module icons and one non-elemental icon (green bullet icon for kinetic, blue bolt icon for energy, purple star icon for magic and brown wrench icon for all non-elemental modules). After 16.4.0, module icons are no longer shown in the Armory, but are still shown when tapping on the weapon. In 17.1.1, a player can see the elemental module in the weapon that the opponent used to kill that player. The elemental module icon for armor can also be seen next to the armor bar.

Obtaining

Golden chest opening

Opening a golden chest (before 17.0.0).

As of the 17.0.0 update, the only way modules can be obtained is by opening clan chests that can either be bought with Clan Silver (like the Medium Clan Chest) or obtained after the end of a Clan War (like the Big War Chest).

Before the 17.0.0 update, each time a player wins a match, they would receive chests that contain module packs.

One could receive lots of chests in Raid mode before 17.0.0. 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, when module chests were a thing, the player could only have a maximum of 4 chests at once. They would 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 Shard. 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 is no longer 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 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.

Tips

  • Since magic is presumably the most popular elemental module for weapons, it is recommended to use the magic module for armor.
  • Since energy is presumably the least popular elemental module for armor, it is recommended to use the energy module for weapons.
  • Create a loadout with all 3 elemental modules. This loadout would help because it allows killing all types in Raid (particularly in the hard difficulty) and Monster Siege.

List of modules

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 perform the same in modes like Team Fight and Deathmatch (except with the opponent's defense to armor), but they are 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 +2% kinetic damage for Primary weapons.
  • II: Increases +1% kinetic damage for Primary weapons (total: +3%).
  • III: Increases +1% kinetic damage for Primary weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Primary weapons (total: +6%).
  • V: Increases +2% kinetic damage for Primary weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Primary weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Primary weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Primary weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Primary weapons (total: +25%).
  • X: Increases +5% kinetic damage for Primary weapons (total: +30%).
Backup Kinetic Module
Kinetic Module Backup
  • I: Increases +2% kinetic damage for Backup weapons.
  • II: Increases +1% kinetic damage for Backup weapons (total: +3%).
  • III: Increases +1% kinetic damage for Backup weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Backup weapons (total: +6%).
  • V: Increases +2% kinetic damage for Backup weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Backup weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Backup weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Backup weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Backup weapons (total: +25%).
  • X: Increases +5% kinetic damage for Backup weapons (total: +30%).
Melee Kinetic Module
Kinetic Module Melee
  • I: Increases +2% kinetic damage for Melee weapons.
  • II: Increases +1% kinetic damage for Melee weapons (total: +3%).
  • III: Increases +1% kinetic damage for Melee weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Melee weapons (total: +6%).
  • V: Increases +2% kinetic damage for Melee weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Melee weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Melee weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Melee weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Melee weapons (total: +25%).
  • X: Increases +5% kinetic damage for Melee weapons (total: +30%).
Special Kinetic Module
Kinetic Module Special
  • I: Increases +2% kinetic damage for Special weapons.
  • II: Increases +1% kinetic damage for Special weapons (total: +3%).
  • III: Increases +1% kinetic damage for Special weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Special weapons (total: +6%).
  • V: Increases +2% kinetic damage for Special weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Special weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Special weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Special weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Special weapons (total: +25%).
  • X: Increases +5% kinetic damage for Special weapons (total: +30%).
Sniper Kinetic Module
Kinetic Module Sniper
  • I: Increases +2% kinetic damage for Sniper weapons.
  • II: Increases +1% kinetic damage for Sniper weapons (total: +3%).
  • III: Increases +1% kinetic damage for Sniper weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Sniper weapons (total: +6%).
  • V: Increases +2% kinetic damage for Sniper weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Sniper weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Sniper weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Sniper weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Sniper weapons (total: +25%).
  • X: Increases +5% kinetic damage for Sniper weapons (total: +30%).
Heavy Kinetic Module
Kinetic Module Heavy
  • I: Increases +2% kinetic damage for Heavy weapons.
  • II: Increases +1% kinetic damage for Heavy weapons (total: +3%).
  • III: Increases +1% kinetic damage for Heavy weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Heavy weapons (total: +6%).
  • V: Increases +2% kinetic damage for Heavy weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Heavy weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Heavy weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Heavy weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Heavy weapons (total: +25%).
  • X: Increases +5% kinetic damage for Heavy weapons (total: +30%).
Armor Kinetic Module
Kinetic Module Armor
  • I: Increases +2% kinetic defence for armor.
  • II: Increases +1% kinetic defence for armor (total: +3%).
  • III: Increases +1% kinetic defence for armor (total: +4%).
  • IV: Increases +2% kinetic defence for armor (total: +6%).
  • V: Increases +2% kinetic defence for armor (total: +8%).
  • VI: Increases +4% kinetic defence for armor (total: +12%).
  • VII: Increases +4% kinetic defence for armor (total: +16%).
  • VIII: Increases +4% kinetic defence for armor (total: +20%).
  • IX: Increases +5% kinetic defence for armor (total: +25%).
  • X: Increases +5% kinetic defence for armor (total: +30%).
Primary Energy Module
Energetic Module Primary
  • I: Increases +2% energetic damage for Primary weapons.
  • II: Increases +1% energetic damage for Primary weapons (total: +3%).
  • III: Increases +1% energetic damage for Primary weapons (total: +4%).
  • IV: Increases +2% energetic damage for Primary weapons (total: +6%).
  • V: Increases +2% energetic damage for Primary weapons (total: +8%).
  • VI: Increases +4% energetic damage for Primary weapons (total: +12%).
  • VII: Increases +4% energetic damage for Primary weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Primary weapons (total: +20%).
  • IX: Increases +5% energetic damage for Primary weapons (total: +25%).
  • X: Increases +5% energetic damage for Primary weapons (total: +30%).
Backup Energy Module
Energetic Module Backup
  • I: Increases +2% energetic damage for Backup weapons.
  • II: Increases +1% energetic damage for Backup weapons (total: +3%).
  • III: Increases +1% energetic damage for Backup weapons (total: +4%).
  • IV: Increases +2% energetic damage for Backup weapons (total: +6%).
  • V: Increases +2% energetic damage for Backup weapons (total: +8%).
  • VI: Increases +4% energetic damage for Backup weapons (total: +12%).
  • VII: Increases +4% energetic damage for Backup weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Backup weapons (total: +20%).
  • IX: Increases +5% energetic damage for Backup weapons (total: +25%).
  • X: Increases +5% energetic damage for Backup weapons (total: +30%).
Melee Energy Module
Energetic Module Melee
  • I: Increases +2% energetic damage for Melee weapons.
  • II: Increases +1% energetic damage for Melee weapons (total: +3%).
  • III: Increases +1% energetic damage for Melee weapons (total: +4%).
  • IV: Increases +2% energetic damage for Melee weapons (total: +6%).
  • V: Increases +2% energetic damage for Melee weapons (total: +8%).
  • VI: Increases +4% energetic damage for Melee weapons (total: +12%).
  • VII: Increases +4% energetic damage for Melee weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Melee weapons (total: +20%).
  • IX: Increases +5% energetic damage for Melee weapons (total: +25%).
  • X: Increases +5% energetic damage for Melee weapons (total: +30%).
Special Energy Module
Energetic Module Special
  • I: Increases +2% energetic damage for Special weapons.
  • II: Increases +1% energetic damage for Special weapons (total: +3%).
  • III: Increases +1% energetic damage for Special weapons (total: +4%).
  • IV: Increases +2% energetic damage for Special weapons (total: +6%).
  • V: Increases +2% energetic damage for Special weapons (total: +8%).
  • VI: Increases +4% energetic damage for Special weapons (total: +12%).
  • VII: Increases +4% energetic damage for Special weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Special weapons (total: +20%).
  • IX: Increases +5% energetic damage for Special weapons (total: +25%).
  • X: Increases +5% energetic damage for Special weapons (total: +30%).
Sniper Energy Module
Energetic Module Sniper
  • I: Increases +2% energetic damage for Sniper weapons.
  • II: Increases +1% energetic damage for Sniper weapons (total: +3%).
  • III: Increases +1% energetic damage for Sniper weapons (total: +4%).
  • IV: Increases +2% energetic damage for Sniper weapons (total: +6%).
  • V: Increases +2% energetic damage for Sniper weapons (total: +8%).
  • VI: Increases +4% energetic damage for Sniper weapons (total: +12%).
  • VII: Increases +4% energetic damage for Sniper weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Sniper weapons (total: +20%).
  • IX: Increases +5% energetic damage for Sniper weapons (total: +25%).
  • X: Increases +5% energetic damage for Sniper weapons (total: +30%).
Heavy Energy Module
Energetic Module Heavy
  • I: Increases +2% energetic damage for Heavy weapons.
  • II: Increases +1% energetic damage for Heavy weapons (total: +3%).
  • III: Increases +1% energetic damage for Heavy weapons (total: +4%).
  • IV: Increases +2% energetic damage for Heavy weapons (total: +6%).
  • V: Increases +2% energetic damage for Heavy weapons (total: +8%).
  • VI: Increases +4% energetic damage for Heavy weapons (total: +12%).
  • VII: Increases +4% energetic damage for Heavy weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Heavy weapons (total: +20%).
  • IX: Increases +5% energetic damage for Heavy weapons (total: +25%).
  • X: Increases +5% energetic damage for Heavy weapons (total: +30%).
Armor Energy Module
Energetic Module Armor
  • I: Increases +2% energetic defence for armor.
  • II: Increases +1% energetic defence for armor (total: +3%).
  • III: Increases +1% energetic defence for armor (total: +4%).
  • IV: Increases +2% energetic defence for armor (total: +6%).
  • V: Increases +2% energetic defence for armor (total: +8%).
  • VI: Increases +4% energetic defence for armor (total: +12%).
  • VII: Increases +4% energetic defence for armor (total: +16%).
  • VIII: Increases +4% energetic defence for armor (total: +20%).
  • IX: Increases +5% energetic defence for armor (total: +25%).
  • X: Increases +5% energetic defence for armor (total: +30%).
Primary Magic Module
Magic Module Primary
  • I: Increases +2% magic damage for Primary weapons.
  • II: Increases +1% magic damage for Primary weapons (total: +3%).
  • III: Increases +1% magic damage for Primary weapons (total: +4%).
  • IV: Increases +2% magic damage for Primary weapons (total: +6%).
  • V: Increases +2% magic damage for Primary weapons (total: +8%).
  • VI: Increases +4% magic damage for Primary weapons (total: +12%).
  • VII: Increases +4% magic damage for Primary weapons (total: +16%).
  • VIII: Increases +4% magic damage for Primary weapons (total: +20%).
  • IX: Increases +5% magic damage for Primary weapons (total: +25%).
  • X: Increases +5% magic damage for Primary weapons (total: +30%).
Backup Magic Module
Magic Module Backup
  • I: Increases +2% magic damage for Backup weapons.
  • II: Increases +1% magic damage for Backup weapons (total: +3%).
  • III: Increases +1% magic damage for Backup weapons (total: +4%).
  • IV: Increases +2% magic damage for Backup weapons (total: +6%).
  • V: Increases +2% magic damage for Backup weapons (total: +8%).
  • VI: Increases +4% magic damage for Backup weapons (total: +12%).
  • VII: Increases +4% magic damage for Backup weapons (total: +16%).
  • VIII: Increases +4% magic damage for Backup weapons (total: +20%).
  • IX: Increases +5% magic damage for Backup weapons (total: +25%).
  • X: Increases +5% magic damage for Backup weapons (total: +30%).
Melee Magic Module
Magic Module Melee
  • I: Increases +2% magic damage for Melee weapons.
  • II: Increases +1% magic damage for Melee weapons (total: +3%).
  • III: Increases +1% magic damage for Melee weapons (total: +4%).
  • IV: Increases +2% magic damage for Melee weapons (total: +6%).
  • V: Increases +2% magic damage for Melee weapons (total: +8%).
  • VI: Increases +4% magic damage for Melee weapons (total: +12%).
  • VII: Increases +4% magic damage for Melee weapons (total: +16%).
  • VIII: Increases +4% magic damage for Melee weapons (total: +20%).
  • IX: Increases +5% magic damage for Melee weapons (total: +25%).
  • X: Increases +5% magic damage for Melee weapons (total: +30%).
Special Magic Module
Magic Module Special
  • I: Increases +2% magic damage for Special weapons.
  • II: Increases +1% magic damage for Special weapons (total: +3%).
  • III: Increases +1% magic damage for Special weapons (total: +4%).
  • IV: Increases +2% magic damage for Special weapons (total: +6%).
  • V: Increases +2% magic damage for Special weapons (total: +8%).
  • VI: Increases +4% magic damage for Special weapons (total: +12%).
  • VII: Increases +4% magic damage for Special weapons (total: +16%).
  • VIII: Increases +4% magic damage for Special weapons (total: +20%).
  • IX: Increases +5% magic damage for Special weapons (total: +25%).
  • X: Increases +5% magic damage for Special weapons (total: +30%).
Sniper Magic Module
Magic Module Sniper
  • I: Increases +2% magic damage for Sniper weapons.
  • II: Increases +1% magic damage for Sniper weapons (total: +3%).
  • III: Increases +1% magic damage for Sniper weapons (total: +4%).
  • IV: Increases +2% magic damage for Sniper weapons (total: +6%).
  • V: Increases +2% magic damage for Sniper weapons (total: +8%).
  • VI: Increases +4% magic damage for Sniper weapons (total: +12%).
  • VII: Increases +4% magic damage for Sniper weapons (total: +16%).
  • VIII: Increases +4% magic damage for Sniper weapons (total: +20%).
  • IX: Increases +5% magic damage for Sniper weapons (total: +25%).
  • X: Increases +5% magic damage for Sniper weapons (total: +30%).
Heavy Magic Module
Magic Module Heavy
  • I: Increases +2% magic damage for Heavy weapons.
  • II: Increases +1% magic damage for Heavy weapons (total: +3%).
  • III: Increases +1% magic damage for Heavy weapons (total: +4%).
  • IV: Increases +2% magic damage for Heavy weapons (total: +6%).
  • V: Increases +2% magic damage for Heavy weapons (total: +8%).
  • VI: Increases +4% magic damage for Heavy weapons (total: +12%).
  • VII: Increases +4% magic damage for Heavy weapons (total: +16%).
  • VIII: Increases +4% magic damage for Heavy weapons (total: +20%).
  • IX: Increases +5% magic damage for Heavy weapons (total: +25%).
  • X: Increases +5% magic damage for Heavy weapons (total: +30%).
Armor Magic Module
Magic Module Armor
  • I: Increases +2% magic defence for armor.
  • II: Increases +1% magic defence for armor (total: +3%).
  • III: Increases +1% magic defence for armor (total: +4%).
  • IV: Increases +2% magic defence for armor (total: +6%).
  • V: Increases +2% magic defence for armor (total: +8%).
  • VI: Increases +4% magic defence for armor (total: +12%).
  • VII: Increases +4% magic defence for armor (total: +16%).
  • VIII: Increases +4% magic defence for armor (total: +20%).
  • IX: Increases +5% magic defence for armor (total: +25%).
  • X: Increases +5% magic defence for armor (total: +30%).

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: Increases ammunition to a total of 10%.
  • II: Increases ammunition to a total of 15%.
  • III: Increases ammunition to a total of 20%.
  • IV: Increases ammunition to a total of 25%.
  • V: Increases ammunition to a total of 30%.
  • VI: Increases ammunition to a total of 35%.
  • VII: Increases ammunition to a total of 40%.
  • VIII: Increases ammunition to a total of 45%.
  • IX: Increases ammunition to a total of 50%.
  • X: Increases ammunition to a total of 55%.
Primary
Butt of the Rifle
Butt of the Rifle
  • I: Increases bullet dispersion reduction to a total of 5%.
  • II: Increases bullet dispersion reduction to a total of 10%.
  • III: Increases bullet dispersion reduction to a total of 15%.
  • IV: Increases bullet dispersion reduction to a total of 20%.
  • V: Increases bullet dispersion reduction to a total of 25%.
  • VI: Increases bullet dispersion reduction to a total of 30%.
  • VII: Increases bullet dispersion reduction to a total of 35%.
  • VIII: Increases bullet dispersion reduction to a total of 40%.
  • IX: Increases bullet dispersion reduction to a total of 45%.
  • X: Increases bullet dispersion reduction to a total of 50%.
Primary
Upgraded Magazine
Upgraded Magazine
  • I: Increases reload acceleration to a total of 5%.
  • II: Increases reload acceleration to a total of 10%.
  • III: Increases reload acceleration to a total of 15%.
  • IV: Increases reload acceleration to a total of 20%.
  • V: Increases reload acceleration to a total of 25%.
  • VI: Increases reload acceleration to a total of 30%.
  • VII: Increases reload acceleration to a total of 35%.
  • VIII: Increases reload acceleration to a total of 40%.
  • IX: Increases reload acceleration to a total of 45%.
  • X: Increases reload acceleration to a total of 50%.
Backup
Drum Magazine
Drum Magazine
  • I: Increases magazine size to a total of 10%.
  • II: Increases magazine size to a total of 15%.
  • III: Increases magazine size to a total of 20%.
  • IV: Increases magazine size to a total of 25%.
  • V: Increases magazine size to a total of 30%.
  • VI: Increases magazine size to a total of 35%.
  • VII: Increases magazine size to a total of 40%.
  • VIII: Increases magazine size to a total of 45%.
  • IX: Increases magazine size to a total of 50%.
  • X: Increases magazine size to a total of 55%.
Backup
Lucky Bullet
Lucky Bullet
  • I: Increases critical hit chance to a total of 2%.
  • II: Increases critical hit chance to a total of 3%.
  • III: Increases critical hit chance to a total of 4%.
  • IV: Increases critical hit chance to a total of 5%.
  • V: Increases critical hit chance to a total of 6%.
  • VI: Increases critical hit chance to a total of 7%.
  • VII: Increases critical hit chance to a total of 8%.
  • VIII: Increases critical hit chance to a total of 9%.
  • IX: Increases critical hit chance to a total of 10%.
  • X: Increases critical hit chance to a total of 11%.
Backup
Bandolier
Bandolier
  • I: Increases reload speed to a total of 5%.
  • II: Increases reload speed to a total of 10%.
  • III: Increases reload speed to a total of 15%.
  • IV: Increases reload speed to a total of 20%.
  • V: Increases reload speed to a total of 25%.
  • VI: Increases reload speed to a total of 30%.
  • VII: Increases reload speed to a total of 35%.
  • VIII: Increases reload speed to a total of 40%.
  • IX: Increases reload speed to a total of 45%.
  • X: Increases reload speed to a total of 50%.
Melee
Alloy
Alloy
  • I: Increases movement speed to a total of 2%.
  • II: Increases movement speed to a total of 3%.
  • III: Increases movement speed to a total of 4%.
  • IV: Increases movement speed to a total of 5%.
  • V: Increases movement speed to a total of 6%.
  • VI: Increases movement speed to a total of 7%.
  • VII: Increases movement speed to a total of 8%.
  • VIII: Increases movement speed to a total of 10%.
  • IX: Increases movement speed to a total of 12%.
  • X: Increases movement speed to a total of 15%.
Melee
Astral Blade
Astral Blade
  • I: Increases damage radius to a total of 3%.
  • II: Increases damage radius to a total of 5%.
  • III: Increases damage radius to a total of 10%.
  • IV: Increases damage radius to a total of 20%.
  • V: Increases damage radius to a total of 25%.
  • VI: Increases damage radius to a total of 30%.
  • VII: Increases damage radius to a total of 35%.
  • VIII: Increases damage radius to a total of 40%.
  • IX: Increases damage radius to a total of 45%.
  • X: Increases damage radius to a total of 50%.
Melee
Shiv
Shiv
  • I: Increases attack speed to a total of 2%.
  • II: Increases attack speed to a total of 3%.
  • III: Increases attack speed to a total of 5%.
  • IV: Increases attack speed to a total of 10%.
  • V: Increases attack speed to a total of 20%.
  • VI: Increases attack speed to a total of 25%.
  • VII: Increases attack speed to a total of 30%.
  • VIII: Increases attack speed to a total of 35%.
  • IX: Increases attack speed to a total of 40%.
  • X: Increases attack speed to a total of 50%.
Special
Battery
Battery
  • I: Increases ammunition to a total of 5%.
  • II: Increases ammunition to a total of 10%.
  • III: Increases ammunition to a total of 15%.
  • IV: Increases ammunition to a total of 20%.
  • V: Increases ammunition to a total of 25%.
  • VI: Increases ammunition to a total of 30%.
  • VII: Increases ammunition to a total of 40%.
  • VIII: Increases ammunition to a total of 45%.
  • IX: Increases ammunition to a total of 50%.
  • X: Increases ammunition to a total of 60%.
Special
Oilcan
Oilcan
  • I: Increases reload speed to a total of 5%.
  • II: Increases reload speed to a total of 10%.
  • III: Increases reload speed to a total of 15%.
  • IV: Increases reload speed to a total of 20%.
  • V: Increases reload speed to a total of 25%.
  • VI: Increases reload speed to a total of 30%.
  • VII: Increases reload speed to a total of 35%.
  • VIII: Increases reload speed to a total of 40%.
  • IX: Increases reload speed to a total of 45%.
  • X: Increases reload speed to a total of 50%.
Special
Voodoo Doll
Voodoo Doll
  • I: Increases effect duration to a total of 5%.
  • II: Increases effect duration to a total of 10%.
  • III: Increases effect duration to a total of 20%.
  • IV: Increases effect duration to a total of 30%.
  • V: Increases effect duration to a total of 40%.
  • VI: Increases effect duration to a total of 50%.
  • VII: Increases effect duration to a total of 55%.
  • VIII: Increases effect duration to a total of 60%.
  • IX: Increases effect duration to a total of 65%.
  • X: Increases effect duration to a total of 75%.
Sniper
Handgrip
Handgrip
  • I: Increases stability to a total of 5%.
  • II: Increases stability to a total of 10%.
  • III: Increases stability to a total of 20%.
  • IV: Increases stability to a total of 30%.
  • V: Increases stability to a total of 40%.
  • VI: Increases stability to a total of 50%.
  • VII: Increases stability to a total of 60%.
  • VIII: Increases stability to a total of 70%.
  • IX: Increases stability to a total of 80%.
  • X: Increases stability to a total of 90%.
Sniper
Lenses
Lenses
  • I: Increases zoom to a total of 2%.
  • II: Increases zoom to a total of 3%.
  • III: Increases zoom to a total of 5%.
  • IV: Increases zoom to a total of 10%.
  • V: Increases zoom to a total of 15%.
  • VI: Increases zoom to a total of 20%.
  • VII: Increases zoom to a total of 25%.
  • VIII: Increases zoom to a total of 30%.
  • IX: Increases zoom to a total of 35%.
  • X: Increases zoom to a total of 40%.
Sniper
Muzzle Brake
Muzzle Brake
  • I: Increases recoil decrease to a total of 10%.
  • II: Increases recoil decrease to a total of 20%.
  • III: Increases recoil decrease to a total of 30%.
  • IV: Increases recoil decrease to a total of 40%.
  • V: Increases recoil decrease to a total of 50%.
  • VI: Increases recoil decrease to a total of 60%.
  • VII: Increases recoil decrease to a total of 70%.
  • VIII: Increases recoil decrease to a total of 80%.
  • IX: Increases recoil decrease to a total of 90%.
  • X: Increases recoil decrease to a total of 100%.
Heavy
Sharpnel
Shrapnel
  • I: Increases damage radius to a total of 5%.
  • II: Increases damage radius to a total of 10%.
  • III: Increases damage radius to a total of 15%.
  • IV: Increases damage radius to a total of 20%.
  • V: Increases damage radius to a total of 25%.
  • VI: Increases damage radius to a total of 30%.
  • VII: Increases damage radius to a total of 35%.
  • VIII: Increases damage radius to a total of 40%.
  • IX: Increases damage radius to a total of 45%.
  • X: Increases damage radius to a total of 50%.
Heavy
Pouch
Pouch
  • I: Increases reload speed to a total of 5%.
  • II: Increases reload speed to a total of 10%.
  • III: Increases reload speed to a total of 15%.
  • IV: Increases reload speed to a total of 20%.
  • V: Increases reload speed to a total of 25%.
  • VI: Increases reload speed to a total of 30%.
  • VII: Increases reload speed to a total of 35%.
  • VIII: Increases reload speed to a total of 40%.
  • IX: Increases reload speed to a total of 45%.
  • X: Increases reload speed to a total of 50%.
Heavy
Jet Fuel
Jet Fuel
  • I: Increases rocket speed to a total of 5%.
  • II: Increases rocket speed to a total of 10%.
  • III: Increases rocket speed to a total of 15%.
  • IV: Increases rocket speed to a total of 20%.
  • V: Increases rocket speed to a total of 25%.
  • VI: Increases rocket speed to a total of 30%.
  • VII: Increases rocket speed to a total of 35%.
  • VIII: Increases rocket speed to a total of 40%.
  • IX: Increases rocket speed to a total of 45%.
  • X: Increases rocket speed to a total of 50%.
Armor
Accelerator
Accelerator
  • I: Increases acceleration to a total of 1%.
  • II: Increases acceleration to a total of 2%.
  • III: Increases acceleration to a total of 3%.
  • IV: Increases acceleration to a total of 4%.
  • V: Increases acceleration to a total of 5%.
  • VI: Increases acceleration to a total of 6%.
  • VII: Increases acceleration to a total of 7%.
  • VIII: Increases acceleration to a total of 8%.
  • IX: Increases acceleration to a total of 9%.
  • X: Increases acceleration to a total of 10%.
Armor
Repair Kit
Repair Kit
  • I: Provides armor regeneration with a total of 10 seconds.
  • II: Decreases armor regeneration to a total of 9 seconds.
  • III: Decreases armor regeneration to a total of 8 seconds.
  • IV: Decreases armor regeneration to a total of 7 seconds.
  • V: Decreases armor regeneration to a total of 6 seconds.
  • VI: Decreases armor regeneration to a total of 5 seconds.
  • VII: Decreases armor regeneration to a total of 4 seconds.
  • VIII: Decreases armor regeneration to a total of 3 seconds.
  • IX: Decreases armor regeneration to a total of 2 seconds.
  • X: Decreases armor regeneration to a total of 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: Provides hiding distance with a total of 50 meters.
  • II: Reduces name tag visibility to a total of 45 meters.
  • III: Reduces name tag visibility to a total of 40 meters.
  • IV: Reduces name tag visibility to a total of 35 meters.
  • V: Reduces name tag visibility to a total of 30 meters.
  • VI: Reduces name tag visibility to a total of 25 meters.
  • VII: Reduces name tag visibility to a total of 20 meters.
  • VIII: Reduces name tag visibility to a total of 15 meters.
  • IX: Reduces name tag visibility to a total of 10 meters.
  • X: Reduces name tag visibility to a total of 5 meters.
  • Note: Hiding distance hides the user's nickname from their enemies a certain amount of meters away. For example, a hiding distance of 50 meters means enemies 50 meters away cannot see their nickname, making them much less likely to spot them. In some modes, such as Team Strike and certain Brawls, this feature is irrelevant as the name is already hidden.

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 enemies 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


pencil-small Other
Pixel Gun 3D

Pixel Gun World

pencil-small Modules
Elemental Modules

Non-Elemental Modules

Module Combinations

Module Chests