Major Modules are structures that may only be built on a Major Slot. A Major Slot is a large, central slot shown as a plus sign. Due to the way the room generation works, there are either 0 or 1 of these slots in every room. After a Major Module is built on this slot, it services the entire floor,not just the room it is in.
The Food, Industry, Science, and Emergency Generator modules have incremental costs. The Industry needed to construct these modules increases for every major module on the current floor. The cost of Food, Industry and Science modules increases by 5 for each module, while the Generator increases by 10.
Most modules have four upgrade levels (I/II/III/IV) which are researched by using artifacts. Each level increases the module's effectiveness, HP and defense.
Heroes with the Operate skill and Mechanical Pal can increase the performance of a major module in the same room.
List of Major Modules
Type | Image | Function (at levels I/II/III/IV) | Industry cost to construct |
---|---|---|---|
Food Replicator | Produces 3/4/5/6 food per turn | 20 + (5 * major modules on level) | |
Industry Generator | Produces 3/4/5/6 industry per turn | 20 + (5 * major modules on level) | |
Science Creator | Produces 3/4/5/6 science per turn | 20 + (5 * major modules on level) | |
LAN module | Adds 120% / 140% / 170% / 200%
to all module's defense (both major and minor) |
35 | |
Tactical HUD | Adds 18% / 21% / 23% / 26%
attack power to all heroes on the floor (stackable) |
35 | |
Shop | Teleports a merchant to the shop. If merchant is present, produces dust when operated. Amount of dust produced is (Wit/10) round up. | 25 | |
Emergency Generator | Powers a room without dust. If operated, increases the dust loot probability on the floor. | 60 + (10 * major modules on level) | |
Field Medic | Heal Cost reduced by 15% / 18% / 21% / 25%
Adds 2% / 10% / 18% / 26% Defense to all heroes on the floor Adds 2% / 10% / 18% / 26% Defense to NPCs on the floor |
50 |