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The Tower game guide

The Tower Modules: Rarities, Merging, Sub-Effects and Unique Effects

Modules are equipment for your tower. There are four types, one per slot, and each gives a main stat that grows with level, a set of rerollable sub-effects, and for natural epics a unique effect that can reshape a build. This page covers how to get modules, how merging raises rarity from Rare to 5-star Ancestral, what every sub-effect and unique effect does at each rarity, and what assist modules and module labs add later on.

Updated

Module types
4 Cannon · Armor · Generator · Core
Epic pull chance
2.5% guaranteed within 150 pulls
Max level
300 5-star Ancestral
Unique effects
26 7 cannon · 7 armor · 6 generator · 6 core

How modules work

Modules unlock at the Tier 2 Wave 90 milestone. You equip one module of each type, and each type feeds a different part of your tower.

  • Cannon Attack

    Main effect raises tower damage. Sub-effects roll attack workshop stats such as attack speed, crit, range, multishot, bounce shot and rend armor.

    • Unique effects: 7
    • Sub-effects: 17
  • Armor Defense

    Main effect raises tower health. Sub-effects roll defense stats such as regen, defense, thorns, orbs, shockwave, land mines, death defy and wall stats.

    • Unique effects: 7
    • Sub-effects: 17
  • Generator Utility

    Main effect raises your coin bonus. Sub-effects roll utility stats such as cash, coins, free upgrades, interest, recovery packages and enemy level skips.

    • Unique effects: 6
    • Sub-effects: 13
  • Core Ultimate Weapons

    Main effect raises Ultimate Weapon damage. Sub-effects roll stats for individual weapons, so only the ones for weapons you use matter.

    • Unique effects: 6
    • Sub-effects: 26

Every module has up to three kinds of stats. The main effect is the only one that grows when you level the module. Sub-effects are random rolls you can reroll with reroll shards. A unique effect exists only on modules that were pulled as epics.

Getting modules: pulls, drops and shards

You get 10 free module tickets when the system unlocks. After that, pulls cost 20 gems each or 200 gems for ten. The Standard Banner is always available, and a featured banner with shifted epic odds sometimes runs next to it. Each banner shows its own epic distribution in game.

Common
68.5%
Rare
29%
Epic
2.5%
Pity epic
150 pulls 3,000 gems at worst

At 2.5% an epic takes 40 pulls on average, which is 800 gems. Bad luck protection guarantees one after 150 pulls without an epic, and every ten-pull contains at least one rare. Epics pulled this way are called natural epics, and they are the only modules with unique effects. A module you already own at 5-star Ancestral becomes less likely to be pulled.

Boss drops

Bosses can drop common modules (2% base chance), rare modules (0.5% base chance) and reroll shards (15% chance). The Common Drop Chance and Rare Drop Chance labs each add up to 1%. Only commons and rares drop this way.

Module shards

Leveling a module costs module shards and coins. Shards come from daily missions, the event shop, the guild store, and from shattering modules you do not need: 5 shards per common and 10 per rare. A merged module shatters for the combined value of everything merged into it. Natural epics can only be shattered once you have built a 5-star Ancestral of that same module.

Rarity ladder and merging

Merging raises a module to the next rarity. That lifts its level cap, improves the main effect and its scaling, opens more sub-effect slots, and on natural epics strengthens the unique effect. How far a module can go depends on how it started.

  • Common modules cannot be merged. They are merge material and shard fodder.
  • Rare modules can be merged up to Legendary+. They keep their original name and never gain a unique effect, even at Epic or above.
  • Epic modules (natural epics) can be merged all the way to Ancestral, then starred up to 5 stars.
Level cap, sub-effect slots and epic copies by rarity
RarityMax levelSub-effect slotsCopies of the epic (total)
Rare3020
Rare+4020
Epic6031
Epic+8032
Legendary10032
Legendary+12044
Mythic14044
Mythic+16054
Ancestral20068
Ancestral 1 star220710
Ancestral 2 star240712
Ancestral 3 star260814
Ancestral 4 star280816
Ancestral 5 star300818

Slots are worked out from the level thresholds 41, 101, 141, 161, 201 and 241. The wiki rarity table still shows 6 slots for starred Ancestral modules, while its text lists the 201 and 241 unlocks.

The merge screen shows two kinds of ingredients. A module icon means a copy of the exact same module at the rarity shown. A wildcard icon means any module of the same type at that rarity, which is where merged rares earn their keep. The first module you tap is the one being upgraded.

A full 5-star Ancestral takes 18 copies of the same natural epic in total: 8 to reach Ancestral and two more per star. Each star raises the level cap by 20 and boosts the main effect.

The Unmerge Module lab (Tier 8 Wave 20) lets you undo a merge. If the merge used a duplicate natural epic, you get the lower-rarity module and the epic back. If it used wildcards, the wildcard material comes back as shards.

Leveling and shard costs

Levels raise the main effect and unlock sub-effect slots. A module starts with two slots and gains one at each of levels 41, 101, 141, 161, 201 and 241. Since level caps come from rarity, a slot can be out of reach until you merge.

Cost of one level at selected module levels
LevelShards for this levelCoins for this level
2710K
112045K
2140120K
3175350K
411201M
511803M
6125025M
71350100M
81500350M
91700350M
1011,0008B
1111,3008B
1211,80032B
1312,50032B
1413,000500B
1514,000500B
1615,00010T
1625,00060T
1716,250510T
1817,5001.01q
1918,7501.51q
20110,0002.5q
22115,000265q
24120,0001Q
26130,000106Q
28140,000411Q
30049,500886Q

Base costs before the Module Shard Cost and Module Coin Cost labs, which each cut up to 30%. The wiki only lists these checkpoint levels.

The restore button refunds every shard and coin spent on a module at no charge. Sub-effects stay as they are, including ones in slots that need a higher level, and spent reroll shards are not returned. That makes it safe to move levels between modules when you swap builds.

Sub-effects and rerolling

Each sub-effect slot holds one random effect from the pool for that module type, at a random rarity. Sub-effect rarity is rolled separately from the module, but it is capped at the module's current rarity. A Legendary module can show a Common sub-effect and can roll up to Legendary, never Mythic.

Sub-effect rarity chances per roll
Sub-effect rarityChance
Common46.2%
Rare40%
Epic10%
Legendary2.5%
Mythic1.0%
Ancestral0.3%

Rerolling costs reroll shards and rerolls every unlocked slot that is not locked. Locking keeps the effects you like but makes each reroll far more expensive, so the last slot on a module costs the most to finish.

Reroll shard cost per reroll by locked slots
Locked slotsReroll shards
010
140
2160
3500
41,000
51,600
62,250
73,000

The wiki marks the 6-lock and 7-lock costs with an asterisk and does not explain it.

Auto Roll rerolls quickly until it lands on an effect and rarity you marked as acceptable, and you can cancel it at any point. The effect ban labs remove chosen effects from the pool. Some core effects ban themselves for free once they can no longer help: Spotlight angle at 90 degrees, and Chrono Field duration or cooldown once maxed.

Reroll shards from bosses

When a boss drop triggers (15% chance), the amount depends on the tier you are playing. The Reroll Shards lab adds up to 100 more per drop.

Base reroll shards per boss drop by tier
TierReroll shardsTierReroll shards
111350
231455
351560
481665
5121770
6151875
7201980
8252085
9302190
10352295
114023100
124524105

Cannon sub-effects

Cannon sub-effect values by rarity
EffectCommonRareEpicLegendaryMythicAncestral
Attack Speed0.30.50.7135
Crit Chance (%)2346810
Crit Factor24681215
Attack Range (m)248122030
Damage / Meter (m)0.0050.010.0250.040.0750.15
Multishot Chance (%)-3571013
Multishot Targets--1234
Rapid Fire Chance (%)-246912
Rapid Fire Duration-0.4s0.8s1.4s2.5s3.5s
Bounce Shot Chance-2%3%5%9%12%
Bounce Shot Targets--1234
Bounce Shot Range-0.5m0.8m1.2m1.8m2.0m
Super Crit Chance--3%5%7%10%
Super Crit Multi--2357
Rend Armor Chance---2%5%8%
Rend Armor Multi---2%5%8%
Max Rend Armor Multi---200%300%500%

Armor sub-effects

Armor sub-effect values by rarity
EffectCommonRareEpicLegendaryMythicAncestral
Health Regen (%)204060100200400
Defense (%)123568
Defense Absolute (%)1525401005001000
Thorns Damage--24710
Lifesteal (%)--0.30.51.52.0
Knockback Chance (%)--2469
Knockback Force--0.10.40.91.5
Orb Speed--11.523
Orbs----12
Shockwave Size--0.10.30.71
Shockwave Frequency (s)---1-2-3-4
Land Mine Damage (%)-3050150500800
Land Mine Chance (%)-1.536912
Land Mine Radius-0.10.150.30.751
Death Defy---1.5%3.5%5%
Wall Health (%)--204090120
Wall Rebuild (s)---20-40-80-100

Generator sub-effects

Generator sub-effect values by rarity
EffectCommonRareEpicLegendaryMythicAncestral
Cash Bonus0.10.20.30.51.22.5
Cash / Wave30501002005001000
Coins / Kill Bonus0.10.20.30.40.50.6
Coins / Wave203560120200350
Free Attack Upgrade (%)24681012
Free Defense Upgrade (%)24681012
Free Utility Upgrade (%)24681012
Interest / Wave (%)--2468
Recovery Amount (%)--35710
Max Recovery--0.40.71.01.5
Package Chance (%)--581115
Enemy Attack Level Skip (%)--2468
Enemy Health Level Skip (%)--2468

Core sub-effects

Core sub-effect values by rarity
EffectCommonRareEpicLegendaryMythicAncestral
Golden Tower: Bonus--1234
Golden Tower: Duration (s)---247
Golden Tower: Cooldown (s)----5-8-12
Black Hole: Size (m)24681012
Black Hole: Duration (s)---234
Black Hole: Cooldown (s)----2-3-4
Spotlight: Bonus1.22.53.5101520
Spotlight: Angle--361115
Chrono Field: Duration (s)---4710
Chrono Field: Speed Reduction (%)--381115
Chrono Field: Cooldown (s)----4-7-10
Death Wave: Damage (x)8152550100250
Death Wave: Quantity---123
Death Wave: Cooldown (s)----6-10-13
Smart Missiles: Damage8152550100250
Smart Missiles: Quantity--1245
Smart Missiles: Cooldown (s)----2-4-6
Inner Land Mines: Damage (x)8152550100250
Inner Land Mines: Quantity---123
Inner Land Mines: Cooldown (s)---5-8-10-13
Poison Swamp: Damage (x)8152550100250
Poison Swamp: Duration (s)---2510
Poison Swamp: Cooldown (s)--2-4-6-8-10
Chain Lightning: Damage (x)8152550100250
Chain Lightning: Quantity--1234
Chain Lightning: Chance (%)24691215

A dash means the effect cannot roll at that rarity. Core effects only do anything if you own the matching Ultimate Weapon.

Enemy Attack Level Skip and Enemy Health Level Skip on generators can be modeled with the enemy level skip calculator before you spend reroll shards chasing them.

Epic module unique effects

There are 26 natural epics, and each carries one unique effect that gets stronger at Legendary, Mythic and Ancestral. These are the reason to pull modules at all: several of them change how a whole system behaves instead of adding a number.

Cannon

Cannon unique effects
ModuleUnique effect ([x] = value)EpicLegendaryMythicAncestral
Astral DeliveranceBounce Shot range grows by 3% of total tower range. Every bounce adds [x]% damage to the projectile.20406080
Being AnnihilatorSuper Crit chance +[x]%. A Super Crit guarantees the next 5 shots are Super Crits too.571014
Death Penalty[x]% chance to mark an enemy as it spawns. The first hit on a marked enemy destroys it.581115
Havoc Bringer[x]% chance for Rend Armor to jump straight to its maximum.10131520
Shrink RayAttacks have a 1% chance to cut an enemy's mass by [x]%. Does not stack.10203040
Amplifying StrikeKilling a boss, elite or fleet enemy gives 5x tower damage for [x] seconds.5111826
Gilded Sniper[x]% chance on enemy death to apply every active coin bonus, even out of range.10203040

Amplifying Strike also boosts Ultimate Weapon damage, and a new boss or elite kill refreshes its timer.

Armor

Armor unique effects
ModuleUnique effect ([x] = value)EpicLegendaryMythicAncestral
Anti-Cube PortalEnemies hit by a shockwave take [x]x damage for 7 seconds.10152025
Negative Mass ProjectorAn orb hit that does not kill stacks a debuff of [x]% less damage and speed per hit, up to 50%.1.01.52.02.5
Wormhole RedirectorHealth Regen can heal up to [x]% of Package Max Recovery.255075100
Space DisplacerLand mines have a [x]% chance to spawn as Inner Land Mines (20 max) that move and arrange themselves around the tower.15202530
Sharp FortitudeWall health and regen x[x]. Each further wall thorns hit on an enemy deals +1% more.1.251.522.5
Orbital AugmentAdds [x] orbiting Electrons. Each hits for 15% of an enemy's remaining health, a quarter as much against bosses and fleets.2468
Sentry ProtocolOrb Speed drops to zero. Each orb fires [x] mini orbs instead.1234

Space Displacer mines use your own Inner Land Mines stats if you own the weapon, otherwise the level 1 multiplier. Sentry Protocol fires faster with more orb speed.

Generator

Generator unique effects
ModuleUnique effect ([x] = value)EpicLegendaryMythicAncestral
Singularity HarnessEvery bot gains +[x]m range. Enemies hit by the Flame Bot take double damage.581115
Galaxy CompressorEach recovery package cuts [x] seconds from the cooldown of every Ultimate Weapon except Poison Swamp.10131720
Pulsar HarvesterEach projectile hit has a [x]% chance to lower the enemy's Health and Attack level by 1.1.01.52.02.5
Black Hole Digestor[x]% extra Coins / Kill Bonus for each free upgrade gained on the current wave.35710
Project FundingTower damage is multiplied by [x]% of the number of digits in your current cash.12.52550100
Restorative BonusA package gives +50% attack speed for [x] seconds, then decays over 60 seconds.15202530

Pulsar Harvester has diminishing returns after 100 level reductions on an enemy and a hard cap of 400. Restorative Bonus refreshes on a new package and does not stack.

Core

Core unique effects
ModuleUnique effect ([x] = value)EpicLegendaryMythicAncestral
Om ChipSpotlight locks onto a boss. Enemies near the boss take x[x] damage.24715
Harmony ConductorPoisoned enemies have a [x]% chance to miss their attack. Halved for bosses.15202530
Dimension CoreChain Lightning has a 60% chance to hit the initial target. Shock chance and multiplier are doubled, and repeated shocks stack up to [x] times.5101520
Multiverse NexusDeath Wave, Golden Tower and Black Hole always fire together. Their shared cooldown is the average of the three plus [x] seconds.20101-10
Magnetic HookFires [x] Inner Land Mines at each boss and fleet enemy entering tower range, and at 25% of elites.1234
Primordial CollapseAdds one extra Black Hole. Enemies inside a Black Hole deal [x]% less damage.60657590

Multiverse Nexus adds 20 seconds at Epic and subtracts 10 at Ancestral. Dimension Core stacks additively: with the shock multiplier lab maxed, 20 stacks reach a 27.4x total multiplier.

  • Project Funding never drops below a x1.00 multiplier.
  • Black Hole Digestor counts a free upgrade trigger even when every upgrade in that category is already maxed.
  • Anti-Cube Portal and Negative Mass Projector still count enemies as hit when those enemies are immune to the shockwave or orb itself.
  • Space Displacer mines deal no damage in an Ultimate Weapon Dissonance run. See the Dissonance Run planner for how those runs work.

Two of these have their own reference pages here: the Pulsar Harvester curve shows how its level reductions fall off, and the bot coverage calculator is the place to check what extra bot range, such as Singularity Harness adds, does to your coverage.

Assist modules

Assist modules arrive at the Tier 19 Wave 40 milestone. For 1,000 stones per slot you can equip a second module alongside the main one. It contributes a weaker copy of its unique effect, main effect and sub-effects. You cannot assist with a module that has the same name as the main one, and the assist module has its own level, so it needs shards of its own to unlock more than two sub-effects.

  • Unique effect rarity: starts at Epic on unlock. Upgrading to Legendary, Mythic and Ancestral costs 1,000, 1,200 and 1,400 stones, for 4,600 stones including the unlock.
  • Main effect efficiency: starts at 1% and can be bought up to 100% for 16,038 stones.
  • Sub-effect efficiency: starts at 1% and can be bought up to 70% for 8,073 stones.
  • Labs: two labs unlocked at Tier 19 Wave 50 raise main effect and sub-effect efficiency by 1% per level over 30 levels.
Cumulative stone cost of assist efficiency
EfficiencyMain effect (stones)Sub-effects (stones)
10%243243
20%798798
30%1,6531,653
34%2,0792,079
40%2,8082,808
50%4,2634,263
60%6,0186,018
70%8,0738,073
80%10,428-
90%13,083-
100%16,038-

Each step costs 3 stones more than the one before, starting at 15 stones for 2%. Totals are summed from the per-level costs.

Fully buying out one assist slot with stones costs 4,600 + 16,038 + 8,073 = 28,711 stones, and each module type has its own slot. Those stones compete directly with Ultimate Weapon upgrades.

Assist bonuses do not break hard caps. The wiki lists 98% defense, 90% Chrono Field slow, 150 seconds off wall rebuild, 7 seconds shockwave frequency, 50% Death Defy and a 37 second Inner Land Mines cooldown as limits that still apply. Since v27.1 the assist main effect multiplies with the main module for all four types.

Module labs

Module labs open in three waves: drops and shards at Tier 4, cost reductions and effect bans at Tier 10, and assist efficiency at Tier 19. Module Shard Cost is the one with the widest effect, because it discounts every level on every module you will ever raise.

All module labs
LabUnlocks atLevelsAt max levelCoin cost rangeLast level time
Common Drop ChanceTier 4, Wave 7010Boss common module drop chance +1% (2% to 3%)5M to 7.32B8d 5h 0m
Reroll ShardsTier 4, Wave 70100+100 reroll shards per boss drop900K to 488.93B9d 20h 11m
Daily Mission ShardsTier 4, Wave 7050+50 shards per daily mission1.2M to 352.9B12d 7h 36m
Unmerge ModuleTier 8, Wave 201Lets you unmerge modules10M2d 0h 0m
Module Shard CostTier 10, Wave 4030Shard cost of module levels -30%5B to 4.79T20d 7h 39m
Module Coin CostTier 10, Wave 4030Coin cost of module levels -30%5B to 4.79T20d 7h 39m
Rare Drop ChanceTier 10, Wave 4010Boss rare module drop chance +1% (0.5% to 1.5%)70B to 11.01T13d 18h 19m
Cannon Effect BansTier 10, Wave 404Ban 4 cannon sub-effects from rerolls500B to 50q204d 4h 0m
Armor Effect BansTier 10, Wave 404Ban 4 armor sub-effects from rerolls500B to 50q204d 4h 0m
Generator Effect BansTier 10, Wave 403Ban 3 generator sub-effects from rerolls5T to 50q204d 4h 0m
Core Effect BansTier 10, Wave 407Ban 7 core sub-effects from rerolls50B to 500q250d 0h 0m
Shatter ShardsTier 16, Wave 405Shards from shattering +100%10T to 1.19q1y 158d 6h 15m
Assist Module BonusTier 19, Wave 5030Assist main effect efficiency +30%0.25Q to 7.5Q323d 23h 39m
Assist Module SubstatsTier 19, Wave 5030Assist sub-effect efficiency +30%0.25Q to 7.5Q323d 23h 39m

Times are base research times before lab speed bonuses.

Core Effect Bans has the most levels because the core pool is the largest and most of it is tied to weapons you may not use. Banning the effects of weapons you do not run makes every core reroll more likely to land on something useful.

Frequently asked questions

How do you unlock modules in The Tower?

Reach Tier 2 Wave 90. You get 10 free module tickets, and after that each pull costs 20 gems, or 200 gems for ten.

What are the module pull rates?

On the Standard Banner a pull is 68.5% common, 29% rare and 2.5% epic. You are guaranteed an epic after 150 pulls without one, and every ten-pull includes at least one rare.

Can a rare module get a unique effect?

No. Only modules pulled as epics have unique effects. A rare can be merged up to Legendary+ but keeps its name and never gains one.

How many epic copies do you need for a 5-star Ancestral module?

18 copies of the same natural epic in total: 8 to reach Ancestral and two more for each of the five stars. That raises the level cap to 300.

What are the chances of an Ancestral sub-effect?

Each rolled slot has a 0.3% chance of Ancestral, 1.0% Mythic, 2.5% Legendary, 10% Epic, 40% Rare and 46.2% Common. The module must be Ancestral itself to roll an Ancestral effect.

How much does it cost to reroll module sub-effects?

A reroll with nothing locked costs 10 reroll shards. Locking slots raises it to 40, 160, 500, 1,000 and 1,600 shards for one to five locks.

Sources and credits

The numbers on this page come from the community-maintained The Tower - Idle Tower Defense Wiki and were reorganized and rewritten for Towerstats.org. Wiki text is available under CC BY-SA.

Towerstats.org

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