Gravity Well

Modules
Updated 2/9/2015

Modules boost existing capability or add new capability to buildings, vehicles, ships and stations.

Modules can be purchased from cities, ships and stations using in-game money called zooleks. When playing on line, each player account starts with a balance of zooleks. More zooleks can be purchased on the Gravity Well web site for on line play. When playing solo, the player begins the game with a new balance of zooleks.

To purchase a module from a city, the city must have a spaceport and your vehicle must be on the ground or it must be aboard a spacecraft orbiting the city's planet.

A vehicle on the ground anywhere on the planet is considered to be at the city. The vehicle does not have to be positioned on or near the spaceport building to be "at the spaceport".

To purchase a module from a spacecraft, your vehicle must be docked aboard the spacecraft.

Modules are manufactured at cities. Cities with a university will manufacture more interesting modules. Orbit zone affects the modules made by a university. Each university manufactures a specific set of modules that is different at each planet.

Cities install modules into their own buildings.
Cities sell modules from their stores to vehicles at their spaceport.
Cities sell modules from their stores to vehicles orbiting aboard spacecraft.
Freighters install modules acquired from the cities they visit.
Freighters carry modules between the cities they visit.
Freighters sell modules from their hold to vehicles who dock aboard them.
Destroyers install modules acquired from the cities they visit.
Destroyers load modules from the cities they visit to replenish their hold.
Destroyers sell modules from their hold to vehicles who dock aboard them.
Merchant ships start the game with a load of unique modules.
Merchant ships install modules acquired from the cities they visit.
Merchant ships
load modules from the cities they visit to replenish their hold.
Merchant ships sell modules from their hold to vehicles who dock aboard them.
Space stations install modules from the cities they orbit.
Space stations do not store or sell modules, though modules can be purchased from a city while your vehicle is aboard a station.

Module Types

Bullet Bullet Can be loaded into gun on space vehicle and turret weapons on spacecraft and buildings.
One or two damage types, cumulative.
Cannon Ball Cannon Ball Can be loaded into primary weapon of spacecraft and buildings.
One or two damage types, cumulative.
Bomb Bomb Can be loaded as ordnance on space vehicle.
Dead fall dumb bombs.
One or two damage types, cumulative.
Small Rocket Small Rocket Can be loaded as ordnance on space vehicle and turret weapons on spacecraft and buildings.
Unguided self-propelled projectile.
One or two damage types, cumulative.
Small Missile Small Missile Can be loaded as ordnance on space vehicle and turret weapons on spacecraft and buildings.
Target-seeking self-propelled projectile.
One or two damage types, cumulative.
Large Rocket Large Rocket Can be loaded as ordnance on space vehicle and primary weapon on spacecraft and buildings.
Unguided self-propelled projectile.
One or two damage types, cumulative.
Large Missile Large Missile Can be loaded as ordnance on space vehicle and primary weapon on spacecraft and buildings.
Target-seeking self-propelled projectile.
One or two damage types, cumulative.
Energy Beam Energy Beam Can be loaded into primary weapon of spacecraft and buildings.
No ammunition limit, usable as long as the ship or building has power.
Limited to one single damage type.
Energy Shield Energy Shield Can be loaded into space vehicle, spacecraft and buildings.
Energy Shield+ Energy Shield+ Can be loaded into space vehicle, spacecraft and buildings.
Extra defense against one specific damage type.
Energy Shield++ Energy Shield++ Can be loaded into space vehicle, spacecraft and buildings.
Extra defense against two specific damage types.

Damage Types

Damage from weapons can take several forms. Damage types also describe specific defensive capabilities of some energy shields.

Acid Acid Ac Acid lingers and causes additional damage for a short time, decreasing with time.
Suffocation Suffocation Su
Stasis Stasis St Statis causes all controls and weapons to become inoperative for a short time.
Poison Poison Po Poison lingers and causes intermittent activity failure. Buildings, spacecraft and vehicles may intermittently fail to fire weapons. Spacecraft may intermittently fail to respond to landing bay requests. Spacecraft may be slow to service themselves at a spaceport. Buildings may intermittently fail to do any work.
Radiation Radiation Ra
Disease Disease Di Disease lingers and causes intermittent activity failure. Buildings, spacecraft and vehicles may intermittently fail to fire weapons. Spacecraft may intermittently fail to respond to landing bay requests. Spacecraft may be slow to service themselves at a spaceport. Buildings may intermittently fail to do any work. Disease is contagious.
Electric Electric El
Bludgeon Bludgeon Bl
Freeze Freeze Fr
Crush Crush Cr
Sonic Sonic So
Incendiary Incendiary In Incendiary damage starts fires that cause additional damage and activity failure. Buildings, spacecraft and vehicles do not use weapons when burning. Spacecraft do not respond to landing bay requests when burning. Spacecraft do not service themselves at a spaceport when burning. Buildings do no work when burning.
Pierce Pierce Pi
Slash Slash Sl