Dungeon of the Endless Wiki
Major Modules

Major Modules are structures that may only be built on a major slot, a large plus-shaped marking in the center in the room. 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 - 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 also 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. All other major modules have static industry costs.

Heroes with the Operate skill and Mechanical Pal can increase the performance of a major module in the same room. See the Operate page for specifics.

Major Modules[]

Type Function (at levels I-IV) Industry cost to construct HP (at levels I-IV) Defense (at levels I-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.

Note: minor modules all have 15 defense, major modules have between 15-33. Defense basically improves HP by the defensive value, 1 defense ~ +1% HP

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.

*Requires Rescue Team DLC

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) rounded 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

Strategy[]

-Work in Progress-

On higher floors, Shops become arguably the most important major module, assuming you have an operator with a wit above 10. --

LAN Modules on their own are fairly weak and will not noticeably add to a room's longevity in the face of anti-module mobs. This is especially true for minor modules (which all have a defense value of 15), with even a LAN IV providing only the equivalent of 30% extra health. Not amazing. A wave of Silic Zoners will still annihilate your defenses. However, LANs are much more useful in combination with two skills: Master Hacker and Quality Design, which both provide large increases to the base defense of minor modules, in turn boosted by LANs. Even one of these skills will at the very least double the effect of LANs on minor modules, much more if combined - potentially allowing you to tank damage that would otherwise destroy your turrets. Gear Check may be valuable to this end as well.