Reference
Character Building
Complete guide to the module system, matrix sets, build archetypes, and gearing strategy.
Tools
Open a sub-featureModules 101
The 6-slot system, rarities, and upgrade mathModules are one of three core gear systems in Etheria: Restart - alongside Shells and Tactical Imprints (with their attached components). Each system delivers substantial stat boosts and shifts how a character plays. For modules specifically, each character equips 6 module slots - 3 fixed left-side slots with flat stats and 3 variable right-side slots where you choose the main stat. Modules also carry substats that unlock and grow as you level them up, and contribute symbols toward activating matrix set bonuses.
Left Side - Fixed Main Stats
Right Side - Variable Main Stats
Each of the 3 right-side slots can roll one of:
Gear Rarities
Upgrade Breakpoints
680k coins Mythic +0 → +15. Recycle returns ~40%.
Set bonuses are NOT cumulative
Only the highest activated threshold applies. If you activate 12/12 Onslaught, only that bonus is active - not the 4/12 or 8/12 bonuses.
Speed is substat-only
Speed never appears as a main stat. SPD substats are extremely valuable - always check for them when leveling.
Matrix Point System
27 points to spend, three sets of rulesMatrix effects aren't automatically active - you collect matrix points to trigger them. Points come from two sources, giving you a total budget of 27 points to allocate.
Minimum threshold
A matrix effect needs at least 4 points to activate. Modules give 3 each, so you must combine shell + modules.
Effect tier scaling
Effects scale at 4 / 8 / 12, 6 / 12, or just 6 - depends on the effect. Higher thresholds unlock stronger bonuses.
Shell comes first
The shell's 3 matrix effects are fixed. Choose modules that complement the shell's effects.
Full Sets vs Partial Sets
You cannot max every matrix effect with only 27 points. Decide whether to invest in full sets (12 points for max bonus) or use partial sets (4–8 points). Partial sets activate more effects at lower thresholds.
Full Set Strategy
Max one or two sets for the strongest bonuses. Best when the 12-point bonus is a power spike.
Partial Set Strategy
Spread points across more sets for broader bonuses. Best when lower thresholds already pay off.
Common Allocation Patterns
Stat Reference
Mythic main-stat values and substat roll rangesAll values below are for Mythic rarity modules - lower rarities have lower values. Main stats scale with upgrade level; sub-stats roll randomly and can be upgraded at breakpoints.
Main Stat Values (Mythic)
| Stat | Side | +0 | +9 | +15 |
|---|---|---|---|---|
| ATK | Left | +50 | +210 | +330 |
| HP | Left | +500 | +2100 | +3300 |
| DEF | Left | +40 | +160 | +250 |
| ATK% | Right | +15% | +35% | +50% |
| HP% | Right | +15% | +35% | +50% |
| DEF% | Right | +15% | +35% | +50% |
| CRIT Rate | Right | +12% | +28% | +40% |
| CRIT DMG | Right | +18% | +42% | +60% |
| Effect ACC | Right | +18% | +42% | +60% |
| Effect RES | Right | +18% | +42% | +60% |
Sub-Stat Roll Ranges (Mythic)
| Stat | Roll Range | Max (5×) |
|---|---|---|
| ATK | 19 – 22 | 132 |
| HP | 192 – 202 | 1212 |
| DEF | 13 – 14 | 84 |
| ATK% | 2% – 3% | 18% |
| HP% | 2% – 3% | 18% |
| DEF% | 2% – 3% | 18% |
| SPD(substat only) | 2 – 4 | 18 (24*) |
| CRIT Rate | 2% – 3% | 18% |
| CRIT DMG | 3% – 4% | 24% |
| Effect ACC | 3% – 4% | 24% |
| Effect RES | 3% – 4% | 24% |
Sub-stat upgrades happen at the +3 / +6 / +9 / +12 / +15 breakpoints - each enhances a substat or unlocks a new one.
Matrix Effects
21 effects across 4 categoriesEach set activates at point thresholds - typically 4, 8, or 12 points. With 27 total points (18 modules + 9 shell), you decide which sets to invest in fully and which partially. A 4-point partial can be worth it for key bonuses like SPD from Swiftrush.
Battlewill
ATK +10%
ATK +10%, 30% chance to launch Follow-up Attack after using attack skill
Fury
ATK +10%
ATK +10%, CRIT hits deal +12% additional DMG
Furyedge
CRIT Rate +12% & CRIT DMG +20%
Module provides one half of the set bonus; the other half comes from shell matrix points.
Harvest
ATK +10%
ATK +10%, if target HP >50%, ignore 40% DEF
Keeneye
CRIT DMG +18%
CRIT DMG +18%, first 3 DMG instances per turn +25%/+15%/+5%
Momentum
CRIT Rate +12%
CRIT Rate +12%, per debuff on target DMG +6% (max 36%)
Onslaught
ATK +10%
ATK +25%, Lifesteal +12%
ATK +45%, Lifesteal +30%
Bloodbath
Effect RES +18%
Effect RES +18%, when DMG exceeds 20% Max HP, excess reduced by 55%
Bramble
DEF +10%
DEF +10%, 25% chance to counterattack with basic attack when hit
Colossguard
DEF +25% & Effect RES +30%
Module provides one half of the set bonus; the other half comes from shell matrix points.
Unbreakable
DEF +10%
DEF +25%, Shield Received +20%
DEF +45%, Shield Received +50%
Cure
HP +10%
HP +10%, Healing and Shield Provided +25%
Etherplague
HP +25% & Effect ACC +20%
Module provides one half of the set bonus; the other half comes from shell matrix points.
Evolguard
Healing and Shield Provided +12% & SPD +10%
Wellspring
HP +10%
HP +25%, DMG Taken -10%
HP +45%, DMG Taken -25%
Bulwark
HP +10%
HP +10%, grants Immunity for 1 turn at start of each battle wave
Strive
DEF +10%
DEF +10%, after being attacked, advances Turn Meter by 10%
Swiftraid
SPD +15% & ATK +20%
Swiftrush
SPD +8%
SPD +20%
SPD +35%
Swiftsmite
SPD +15% & Effect ACC +20%
Module provides one half of the set bonus; the other half comes from shell matrix points.
Timeweave
Effect ACC +18%
Effect ACC +18%, 35% chance at start of turn to reduce all skill CDs by 1
Tips & Progression
Quick rules and reference dataSpeed Rule
Speed can only appear as a substat - never as a main stat on any slot. This makes SPD rolls on modules extremely valuable.*
* Not all animus require speed. Sometimes having a support / utility animus that is fast can help speed up the rest of the team.
Module Recycling
Modules have a 40% recycle rate compared to 70% for shells. Be selective about which modules you invest in.
Gear Priority
Focus on Shells first in early game - they provide larger stat boosts. Optimize modules after your shell sets are established.
Substat Growth
Substats unlock and upgrade as you level modules. A module starts with some substats revealed and gains more at +3, +6, +9, +12.
Progression Tips
Don't max low-rarity modules. Prioritize percentage (%) stats over flat stats on right-side slots. Balance between getting enough symbols for set bonuses and having good individual stats.


