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. The Artifact, Dust Factory, Cryo Capsule, and Stele always spawn on a Major Slot. The slot can be used by bulldozing the object if desired (except the Stele, which will disappear on its own). After a Major Module is built on a slot, it services the entire floor and not just the room it is in. The effects of multiple modules of the same type stack.
Most major 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.
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.
|Type||Function (at levels I/II/III/IV)||Industry cost to construct||HP (at levels I/II/III/IV)||Defense (at levels I/II/III/IV)|
|Food Replicator||Produces +3/+4/+5/+6 Food per turn. Operating further increases yield.||20 + (5 * major modules on level)||260 / 310 / 370 / 440||16 / 20 / 25 / 29|
|Industry Generator||Produces +3/+4/+5/+6 Industry per turn. Operating further increases yield.||20 + (5 * major modules on level)||300 / 350 / 410 / 480||18 / 22 / 27 / 33|
|Science Creator||Produces +3/+4/+5/+6 Science per turn. Operating further increases yield.||20 + (5 * major modules on level)||300 / 350 / 410 / 480||18 / 22 / 27 / 33|
|LAN Module||Adds +120% / +140% / +170% / +200% to major and minor modules' defense. Operating further increases module defense bonus.||35||230 / 265 / 310 / 365||15 / 19 / 23 / 27|
|Tactical HUD||Adds +18% / +21% / +23% / +26% attack power to all heroes on the floor. Operating further increases attack power bonus.||35||250 / 290 / 340 / 400||15 / 19 / 23 / 27|
|Field Medic||Heal Cost reduced by +15% / +18% / +21%/ +25%. Adds +2% / +10% / +18% / +26% defense to all heroes/NPCs on the floor.||50||300 / 350 / 410 / 480||18 / 22 / 27 / 33|
|Shop||Teleports a discovered Merchant to the shop. If merchant is present, produces Dust when operated. Amount of Dust produced is (Wit/10) round up.||25||320||20|
|Emergency Generator||Powers a room without Dust. Operating increases Dust loot chance.||60 + (10 * major modules on level)||320||20|
|Artifact||Allows the player to research new modules. Cannot be operated.||N/A||700||20|