Ability Module

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Description
Ability Modules are items that can be equipped in appropriately colored 'slots' in player abilities, similar to 'gems' in other games. There are three colors of modules: Red, Yellow, and Blue. Each colored module can only fit into the appropriately colored slot.

The number and color of slots in a given ability are determined by the quality of the item. Common (white) abilities have a red slot, Uncommon (green) abilities have a red and a yellow slot, and Rare (blue) abilities have a red, a yellow, and a blue slot. Thus the advantage of a greater quality weapon is not just better inherent stats, but also the bonuses from having more modules equipped.

In addition, there are Purple, Green, and Orange modules, which can fit into either of the two colored slots that make up their color (i.e., Purple modules can fit into a red or blue slot, etc). These modules always combine two effects, although each effect is smaller than the effect of single-effect module.

Like all items, modules have Power Rating. The amount of Power Rating depends upon the level and quality of the module. The amount of Power Rating offered by modules is substantial; an ability with all module slots filled can double or even triple its Power Rating offering.

The greater the quality of a module, the greater its effect. The effects of modules, based on rarity, is displayed below.

Terminology

 * 'Duration' is fairly self-explanatory.


 * 'Range' refers to the maximum range of an ability. It can also affect the deployment speed of an ability, such as with Engineer and Bastion deployables.  So in the case of the Heavy Turret and Multi Turret, Range does NOT affect the distance to targets the turrets can engage but only how fast you can launch a Multi Turret to plant it and is a useless stat on a Heavy Turret which you can only plant on the ground in front of you.  Range also does Not affect the radius of an AoE ability, instead requiring the AoE module effect.


 * 'Recharge' reduces both the recharge time of an ability, and the charging speed of an HKM.


 * 'Force' refers to knockback and other physics effects of the ability (the knockback of the Repulsor Blast ability, for example).


 * 'Potency' refers to numerical effects of the ability not covered by other modules (specifically stated to NOT increase damage or healing). For example, putting a Potency module on a Heavy Armor ability increases the amount of damage protection it offers.


 * Modules that increase the number of deployables will sometimes also increase the number of charges available for charge-based abilities. Increases to number of deployables is on top of the amount already allowed by the ability. A charge-based ability will in some cases increase the maximum number of charges allowed, although in some cases there exists a hard cap to the number of charges possible. Non-charge-based abilities will not gain charges; they instead must wait the ability's cooldown in between placing new deployables (thus, if the duration of the delpoyable is less than the ability's cooldown, a Deployment Module will not help in the slightest). For example: A default Heavy Turret with a Common Deployment Module (+1) could have two turrets out at once, but must wait 60s in between deployments. A Claymore with a Rare Deployment Module (+2) will store up to 5 charges, all of which may be deployed at once (if stored).  A Multi Turret with the Deployment prefix and a Rare Deployment Module will allow up to 6 Multi Turrets to be deployed at once, but the Multi Turret ability has a hard-coded cap of 4 charges, so only 4 turrets may be deployed in quick succession before encountering the ability cooldown.


 * Modules that affect Area of Effect increase the RADIUS of the effect by the listed amount. The increase to AREA covered is shown below.

Prototype Modules
See the following pages for details on the available prototype modules

Usage Notes
See stat application for modules.