Reference

Character Building

Complete guide to the module system, matrix sets, build archetypes, and gearing strategy.

Modules 101

The 6-slot system, rarities, and upgrade math

Modules 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

Mask(Flat ATK)
Transistor(Flat HP)
Wrist Wheel(Flat DEF)

Right Side - Variable Main Stats

Each of the 3 right-side slots can roll one of:

HP%ATK%DEF%Crit Rate%Crit DMG%Effect ACC%Effect RES%

Gear Rarities

NormalStory drops
FineStory drops
RareThreshold (Normal)
UniqueThreshold (Normal)
EpicThreshold (Hard)
OutstandingThreshold (Nightmare)
MythicThreshold (Hell & Inferno)

Upgrade Breakpoints

+3
+6
+9
+12
+15

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 rules

Matrix 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.

18
Module Points
6 modules × 3 pts
9
Shell Points
3 effects × 3 pts
27
Total Budget
Use all 27
4+

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.

Example: Keeneye 12 + Furyedge 6 + Swiftrush 9

Partial Set Strategy

Spread points across more sets for broader bonuses. Best when lower thresholds already pay off.

Example: Keeneye 8 + Swiftrush 4 (SPD) + Momentum 6 + Furyedge 9

Common Allocation Patterns

6 + 9 + 12
Three sets - one full, one high, one low
6 + 6 + 6 + 9
Four sets - broad coverage with one stronger
12 + 12 + 3
Two maxed sets - shell 3rd effect unused

Stat Reference

Mythic main-stat values and substat roll ranges

All 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)

StatSide+0+9+15
ATKLeft+50+210+330
HPLeft+500+2100+3300
DEFLeft+40+160+250
ATK%Right+15%+35%+50%
HP%Right+15%+35%+50%
DEF%Right+15%+35%+50%
CRIT RateRight+12%+28%+40%
CRIT DMGRight+18%+42%+60%
Effect ACCRight+18%+42%+60%
Effect RESRight+18%+42%+60%

Sub-Stat Roll Ranges (Mythic)

StatRoll RangeMax (5×)
ATK1922132
HP1922021212
DEF131484
ATK%2%3%18%
HP%2%3%18%
DEF%2%3%18%
SPD(substat only)2418 (24*)
CRIT Rate2%3%18%
CRIT DMG3%4%24%
Effect ACC3%4%24%
Effect RES3%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 categories

Each 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.

Category:
Battlewill

Battlewill

4/8
4

ATK +10%

8

ATK +10%, 30% chance to launch Follow-up Attack after using attack skill

Fury

Fury

4/8
4

ATK +10%

8

ATK +10%, CRIT hits deal +12% additional DMG

Furyedge

Furyedge

6
Right-Side1 Per AnimusRare DropSpecial Module
6

CRIT Rate +12% & CRIT DMG +20%

Module provides one half of the set bonus; the other half comes from shell matrix points.

Harvest

Harvest

4/8
4

ATK +10%

8

ATK +10%, if target HP >50%, ignore 40% DEF

Keeneye

Keeneye

6/12
6

CRIT DMG +18%

12

CRIT DMG +18%, first 3 DMG instances per turn +25%/+15%/+5%

Momentum

Momentum

6/12
6

CRIT Rate +12%

12

CRIT Rate +12%, per debuff on target DMG +6% (max 36%)

Onslaught

Onslaught

4/8/12
4

ATK +10%

8

ATK +25%, Lifesteal +12%

12

ATK +45%, Lifesteal +30%

Bloodbath

Bloodbath

6/12
6

Effect RES +18%

12

Effect RES +18%, when DMG exceeds 20% Max HP, excess reduced by 55%

Bramble

Bramble

4/8
4

DEF +10%

8

DEF +10%, 25% chance to counterattack with basic attack when hit

Colossguard

Colossguard

6
Right-Side1 Per AnimusRare DropSpecial Module
6

DEF +25% & Effect RES +30%

Module provides one half of the set bonus; the other half comes from shell matrix points.

Unbreakable

Unbreakable

4/8/12
4

DEF +10%

8

DEF +25%, Shield Received +20%

12

DEF +45%, Shield Received +50%

Cure

Cure

4/8
4

HP +10%

8

HP +10%, Healing and Shield Provided +25%

Etherplague

Etherplague

6
Right-Side1 Per AnimusRare DropSpecial Module
6

HP +25% & Effect ACC +20%

Module provides one half of the set bonus; the other half comes from shell matrix points.

Evolguard

Evolguard

6
Special Module
6

Healing and Shield Provided +12% & SPD +10%

Wellspring

Wellspring

4/8/12
4

HP +10%

8

HP +25%, DMG Taken -10%

12

HP +45%, DMG Taken -25%

Bulwark

Bulwark

4/8
4

HP +10%

8

HP +10%, grants Immunity for 1 turn at start of each battle wave

Strive

Strive

4/8
4

DEF +10%

8

DEF +10%, after being attacked, advances Turn Meter by 10%

Swiftraid

Swiftraid

6
Special Module
6

SPD +15% & ATK +20%

Swiftrush

Swiftrush

4/8/12
4

SPD +8%

8

SPD +20%

12

SPD +35%

Swiftsmite

Swiftsmite

6
Right-Side1 Per AnimusRare DropSpecial Module
6

SPD +15% & Effect ACC +20%

Module provides one half of the set bonus; the other half comes from shell matrix points.

Timeweave

Timeweave

6/12
6

Effect ACC +18%

12

Effect ACC +18%, 35% chance at start of turn to reduce all skill CDs by 1

Tips & Progression

Quick rules and reference data

Speed 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.

Module Reference Data

What Are ModulesGear/equipment system. Each character equips 6 module pieces with Matrix set bonuses. Modules are one of two core gear components (alongside Shell Companions).
Slot Layout6 module slots split into Left Side (3 slots, fixed flat stats) and Right Side (3 slots, variable percentage main stats). Left: Mask (flat ATK), Transistor (flat HP), Wrist Wheel (flat DEF). Right: HP%, ATK%, DEF%, Crit Rate%, Crit DMG%, Effect ACC%, Effect RES%.
FarmingFarmed in Threshold mode from three bosses: Terrormaton, DokiDoki, and Aurora. Each boss drops gear tied to different Matrix set bonuses. Difficulties: Normal, Hard, Nightmare, Inferno. Higher difficulty = better quality gear + more Matrix symbols per piece.
Set BonusesMatrix set bonuses activate at thresholds of 4, 8, and 12 symbols. Example: Onslaught 4=+10% ATK, 8=+25% ATK, 12=+45% ATK. Equip gear with matching Matrix symbols to hit thresholds. Higher-rarity gear carries more symbols per piece.
Upgrade BreakpointsModules upgrade at +3, +6, +9, +12, and +15. Starting from 1 substat, each breakpoint unlocks the next substat slot (up to 4). A 4-substat module enhances a random existing substat at each breakpoint. Upgrading only costs Etheria Coins (no fodder modules needed). Cost: 680k total for Mythic +0 to +15.
SubstatsRandom substats: SPD, CRIT Rate, CRIT DMG, ATK%, HP%, DEF%, Effect ACC, Effect RES. Important: Speed can ONLY appear as a substat, never as a main stat on any module.
Recycling RateModules recycle for 40% of invested materials (vs 70% for shells)
Set Bonus RuleMatrix set bonuses are NOT cumulative. Only the highest activated threshold is active. For example, if you activate 12/12 Onslaught, only the 12/12 bonus applies (ATK +45%, Lifesteal +30%), not the 4/12 or 8/12 bonuses.
PriorityShells should be prioritized over modules early due to better recycle rate
Recycle DetailsModules can be recycled for Etheria Coins. Upgraded modules return approximately 40% of invested coins. A Mythic piece costs 680k to upgrade from +0 to +15 and returns 277k when recycled.
Gear RaritiesFrom lowest to highest: Normal, Fine, Rare, Unique, Epic, Outstanding, Mythic. Higher rarity = better base stat values and more sub-stat slots. Sources: Normal/Fine from story drops; Rare/Unique from Threshold Normal; Epic from Threshold Hard; Outstanding from Threshold Nightmare; Mythic from Threshold Hell & Inferno.
Threshold BossesTerrormaton, DokiDoki, and Aurora. Each boss drops modules tied to specific Matrix set bonuses. Farm the boss that drops the sets you need.
Build Focus: DPSATK%, CRIT Rate, CRIT DMG, SPD for damage dealers
Build Focus: TankHP%, DEF%, Effect RES for tanks and bruisers
Left-Side ModulesLeft side: Mask (flat ATK), Transistor (flat HP), Wrist Wheel (flat DEF). These always have fixed flat main stats.
Build Focus: SupportSPD, HP%, Effect RES for supports
Right-Side ModulesVariable main stats: HP%, ATK%, DEF%, Crit Rate%, Crit DMG%, Effect ACC%, Effect RES%. Early gear may roll flat stats; aim to transition to percentage-based stats. Speed cannot be a main stat.
Build Focus: DebufferSPD, Effect ACC, HP% for debuffers/controllers
Stat GrowthAs you level gear, substats unlock and reroll. Early pieces start with 1 substat, revealing more as you enhance. Pieces with all substats visible from the start have better chances of high-value rolls.
Speed RuleSpeed cannot be rolled as a main stat on any module. It can only appear as a substat. Speed substat rolls are highly valuable for most builds.
Progression TipsDo not max low-symbol, low-rarity pieces unless desperate early on. Prioritize percentage stats on right-side gear. Balance symbols and stats. Track symbol scaling by difficulty to farm efficiently.

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