The Tower - Idle Tower Defense Wiki and Guides
Build Your Perfect Tower of Defense

Modules

From The Tower - Idle Tower Defense Wiki and Guides
Modules.png

Modules are upgrades you can equip your Tower with to boost its power. There are 4 types of modules, you can equip 1 of each category:

  1. Cannons, focus on attack upgrades, improving damage and related stats
  2. Armor, focus on defense upgrades, improving health and defensive stats
  3. Generators, focus on utility upgrades, improving coin economy and related stats
  4. Cores, focus on ultimate weapon upgrades, improving UW damage, and UWs.

Acquiring Modules[edit | edit source]

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[edit | edit source]

You can upgrade module levels with shards of the module type.

Upgrading will increase the level of the module which will increase main stat and unlock more effect slots on specific milestones.

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 at a rate of 5 per common and 10 per rare (after merging, the shards earned from shattering keep the value of all merged modules combined), completing daily events, and buying them from the Event Store.

Each module can have multiple effects that will boost your workshop upgrades.

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[edit | edit source]

Bosses can drop reroll shards and common and rare modules. Shards have a 15% chance to drop. Common modules start with a 2% chance and rare modules have a 0.5% base chance. Both module rates can be increased with their respective labs. Once a boss drops a module, there is a 5 wave cooldown before the boss can drop a module again and 20 wave cooldown in tournaments. The amount of shards dropped by bosses increase depending on the tier you are running.

Tier 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Shards 1 2 3 4 6 8 12 18 25 32 40 45 50 55 60

Merging Modules[edit | edit source]

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?[edit | edit source]

Increasing a Rare+ to Epic. Stats and Max level are increasing

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[edit | edit source]

Module Merge Materials.png

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 (natural module) 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.

Ancestral 5 Star.png

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.

Ancestral modules can be upgraded to 5 stars, each star requires an natural epic+ module and increases the main effect.

Merge Walkthrough[edit | edit source]

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

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[edit | edit source]

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

Main Effect[edit | edit source]

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.

Level Shard Coin Total Shard Total Coins
1 0 0 0 0
2 7 10,000 14 20,000
11 20 45,000 108 210,000
21 40 120,000 353 810,000
31 75 350,000 838 2,540,000
41 120 1,000,000 1,708 7,440,000
51 180 3,000,000 2,968 19,440,000
61 250 25,000,000 4,838 71,440,000
71 350 100,000,000 7,438 396,440,000
81 500 350,000,000 11,088 1,650,000,000
91 700 350,000,000 16,288 5,150,000,000
101 1,000 8,000,000,000 23,588 16,300,000,000
111 1,300 8,000,000,000 33,888 96,300,000,000
121 1,800 32,000,000,000 47,388 200,300,000,000
131 2,500 32,000,000,000 66,088 520,300,000,000
141 3,000 500,000,000,000 91,588 1,310,000,000,000
151 4,000 500,000,000,000 122,588 6,310,000,000,000
161 5,000 10,000,000,000,000 163,588 20,810,000,000,000
171 8,000 510,000,000,000,000 230,088 2,870,000,000,000,000
181 11,000 1,010,000,000,000,000 326,588 10,720,000,000,000,000
191 14,000 1,510,000,000,000,000 453,088 23,570,000,000,000,000
200 16,700 1,960,000,000,000,000 592,588 39,410,000,000,000,000


Sub-Module Effects[edit | edit source]

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:

Rarity Common Rare Epic Legendary Mythic Ancestral
Chance 46.2% 40% 10% 2.5% 1.0% 0.3%

If you don't like the current sub-effect on your module, you can try to get different effects using Reroll Shards that can be dropped by the Bosses. Sub-module effects can be locked, but that will raise the cost of rerolls.

Locks 0 1 2 3 4 5
Cost 10 40 160 500 1000 1600

Cannon Submodules (Attack)[edit | edit source]

Following table lists all available submodule effects for Cannon type of Modules.

Common Rare Epic Legendary Mythic Ancestral
Attack Speed 0.3 0.5 0.7 1 3 5
Crit Chance [%] 2 3 4 6 8 10
Crit Factor 2 4 6 8 12 15
Attack Range [m] 2 4 8 12 20 30
Damage / Meter [m] 3 5 7 14 20 30
Multishot Chance [%] n/a 3 5 7 10 13
Multishot Targets n/a n/a 1 2 3 4
Rapid Fire Chance [%] n/a 2 4 6 9 12
Rapid Fire Duration n/a 0.4s 0.8s 1.4s 2.5s 3.5s
Bounce Shot Chance n/a 2% 3% 5% 9% 12%
Bounce Shot Targets n/a n/a 1 2 3 4
Bounce Shot Range n/a 0.5m 0.8m 1.2m 1.8m 2.0m
Super Crit Chance n/a n/a 3% 5% 7% 10%
Super Crit Multi n/a n/a 2 3 5 7
Rend Armor Chance n/a n/a n/a 2% 5% 8%
Rend Armor Multi n/a n/a n/a 2% 5% 8%
Max Rend Armor Multi n/a n/a n/a 200% 300% 500%

Armor Submodules (Defense)[edit | edit source]

Following table lists all available submodule effects for Armor type of Modules.

Common Rare Epic Legendary Mythic Ancestral
Health Regen [%] 20 40 60 100 200 400
Defense [%] 1 2 3 5 6 8
Defense Absolute [%] 15 25 40 100 500 1000
Thorns Damage n/a n/a 2 4 7 10
Lifesteal [%] n/a n/a 0.3 0.5 1.5 2.0
Knockback Chance [%] n/a n/a 2 4 6 9
Knockback Force n/a n/1 0.1 0.4 0.9 1.5
Orb Speed n/a n/a 1 1.5 2 3
Orbs n/a n/a n/a n/a 1 2
Shockwave Size n/a n/a 0.1 0.3 0.7 1
Shockwave Frequency [s] n/a n/a -1 -2 -3 -4
Land Mine Damage [%] n/a 30 50 150 500 800
Land Mine Chance [%] n/a 1.5 3 6 9 12
Land Mine Radius n/a 0.1 0.15 0.3 0.75 1
Death Defy n/a n/a n/a 1.5% 3.5% 5%
Wall Health [%] n/a n/a 20 40 90 120
Wall Rebuild [s] n/a n/a -20 -40 -80 -100

Generator Submodules (Utility)[edit | edit source]

Following table lists all available submodule effects for Generator type of Modules.

Common Rare Epic Legendary Mythic Ancestral
Cash Bonus 0.1 0.2 0.3 0.5 1.2 2.5
Cash / Wave 30 50 100 200 500 1000
Coins / Kill Bonus 0.1 0.2 0.3 0.4 0.5 0.6
Coins / Wave 20 35 60 120 200 350
Free Attack Upgrade [%] 2 4 6 8 10 12
Free Defense Upgrade [%] 2 4 6 8 10 12
Free Utility Upgrade [%] 2 4 6 8 10 12
Interest / Wave [%] n/a n/a 2 4 6 8
Recovery Amount [%] n/a n/a 3 5 7 10
Max Recovery n/a n/a 0.4 0.7 1.0 1.5
Package Chance [%] n/a n/a 5 8 11 15
Enemy Attack Level Skip [%] n/a n/a 2 4 6 8
Enemy Health Level Skip [%] n/a n/a 2 4 6 8

Cores Sub Modules (Ultimate Weapons)[edit | edit source]

Following table lists all available submodule effects for Cores type of Modules.

Common Rare Epic Legendary Mythic Ancestral
Golden Tower.pngGolden Tower - Bonus n/a n/a 1 2 3 4
Golden Tower.pngGolden Tower - Duration [s] n/a n/a n/a 2 4 7
Golden Tower.pngGolden Tower - Cooldown [s] n/a n/a n/a -5 -8 -12
Black Hole.pngBlack Hole - Size [m] 2 4 6 8 10 12
Black Hole.pngBlack Hole - Duration [s] n/a n/a n/a 2 3 4
Black Hole.pngBlack Hole - Cooldown [s] n/a n/a n/a -2 -3 -4
Spotlight.pngSpotlight - Bonus 1.2 2.5 3.5 10 15 20
Spotlight.pngSpotlight - Angle n/a n/a 3 6 11 15
Chrono Field.pngChrono Field - Duration [s] n/a n/a n/a 4 7 10
Chrono Field.pngChrono Field - Speed Reduction [%] n/a n/a 3 8 11 15
Chrono Field.pngChrono Field - Cooldown [s] n/a n/a n/a -4 -7 -10
Death Wave.pngDeath Wave - Damage [x] 8 15 25 50 100 250
Death Wave.pngDeath Wave - Quantity n/a n/a n/a 1 2 3
Death Wave.pngDeath Wave - Cooldown [s] n/a n/a n/a -6 -10 -13
Smart Missiles.pngSmart Missiles - Damage 8 15 25 50 100 250
Smart Missiles.pngSmart Missiles - Quantity n/a n/a 1 2 4 5
Smart Missiles.pngSmart Missiles - Cooldown [s] n/a n/a n/a -2 -4 -6
Inner Land Mines.pngInner Land Mines - Damage [x] 2 5 15 40 100 150
Inner Land Mines.pngInner Land Mines - Quantity n/a n/a n/a 1 2 3
Inner Land Mines.pngInner Land Mines - Cooldown [s] n/a n/a -5 -8 -10 -13
Poison Swamp.pngPoison Swamp - Damage [x] 0,5 0,8 1,5 4 10 20
Poison Swamp.pngPoison Swamp - Duration [s] n/a n/a n/a 5 10 13
Poison Swamp.pngPoison Swamp - Chance [%] n/a 3 4 8 11 15
Chain Lightning.pngChain Lightning - Damage [x] 8 15 25 50 100 250
Chain Lightning.pngChain Lightning - Quantity n/a n/a 1 2 3 4
Chain Lightning.pngChain Lightning - Chance [%] 2 4 6 9 12 15


Unique Effects[edit | edit source]

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.

Cannons[edit | edit source]

List of Cannon Modules with Unique effects
Module Ability Epic Legendary Mythic Ancestral
Astral Deliverance Bounce shot's range is increased by 3% of the tower's total range. Each bounce increases the projectile's damage by [x]% 20% 40% 60% 80%
Being Anihilator When you super crit, your next [x] attacks are guaranteed super crits. 3 4 5 6
Death Penalty Chance of [x]% to mark an enemy for death when it spawns, causing the first hit to destroy it. 5% 8% 11% 15%
Havoc Bringer [x]% chance for rend armor to instantly go to max. 10 13 15 20

Armor[edit | edit source]

List of Armor Modules with Unique effects
Module Ability Epic Legendary Mythic Ancestral
Anti-Cube Portal Enemies take [x]x damage for 7s after they are hit by a shockwave. 10x 15x 20x 25x
Negative Mass Projector If an orb doesn't kill the enemy it will apply a stacking debuff, reducing its damage and speed by [x]% per hit, to a max reduction of 50% 1.0% 1.5% 2.0% 2.5%
Wormhole Redirector Health Regen can heal up to [x]% of Package Max Recovery 25% 50% 75% 100%
Space Displacer Landmines have a [x]% chance to spawn as an Inner Land Mine (20 max) instead of a normal mine. These mines autonomously move and organize around the tower.   15% 20% 25% 30%

Generators[edit | edit source]

List of Generator Modules with Unique effects
Module Ability Epic Legendary Mythic Ancestral
Singularity Harness Increase the range of each bot by +[x]m. Enemies hit by the Flame Bot receive double damage. 5m 8m 11m 15m
Galaxy Compressor Collecting a recovery package reduced the cooldown of all Ultimate Weapons by [x]s. 10s 13s 17s 20s
Pulsar Harvester Each time a projectile hits an enemy, there is a [x]% chance that it will reduce the enemy's Health and Attack level by 1. 1.0% 1.5% 2.0% 2.5%
Black Hole Digestor Temporarily get [x]% extra Coins/ Kill Bonus for each free upgrade you got on the current wave. Free Upgrades can not increase Tower Range. 3% 5% 7% 10%

Cores[edit | edit source]

List of Core Modules with Unique effects
Module Ability Epic Legendary Mythic Ancestral
Om Chip Spotlight.pngSpotlight will rotate to focus a boss. This effect can only happen again after [x] bosses. 3 2 1 0
Harmony Conductor [x]% chance of Poison Swamp.pngpoisoned enemies to miss-attack (bosses chance is halved). 15% 20% 25% 30%
Dimension Core Chain Lightning.pngChain Lightning have 60% chance of hitting the initial target. Shock chance and multiplier is doubled. If shock is applied again to the same enemy the shock multiplier will add up to a max stack of [x] 5 10 15 20
Multiverse Nexus Death Wave.pngDeath Wave, Golden Tower.pngGolden Tower and Black Hole.pngBlack Hole will always activate at the same time, but the cooldown will be the average of those +/-[x]s. +20s +10s +1s -10s
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