oldwiki>Zoromashii m (added rusted parry specification) |
m (1 revision imported: yolo import of unofficial noisz wiki pt1) |
(No difference)
|
Latest revision as of 15:34, 2 May 2025
For modules on the Antiphon Armament Styles in NOISZ STΔRLIVHT, see Forge of Antiphon/Modules.
Modules are additional equipment that can be combined with any Style. They have unique effects in battle. They were added in the game update that brought NOISZ re:||VERSE.
In NOISZ re:||VERSE, they can be used with Infinity Style to change the style's fundamental characteristics to more closely resemble the equipped module.
NOISZ Ignition
Core
Unlock: Default
Skill C: CHROMA SHIFT - Timing window is increased. The invincibility period after a hit is doubled to 8 beats.
Damage Modifier: +0%
Lives Modifier: -0
Difficulty Modifier: +0
Although not mentioned in the module's description, it is possible to gain Combo during the invincibility period. This behavior only occurs with Core Module, Crash Style, Zeta Crash, and Ghost Style+ in NOISZ re:||VERSE.
During the invincibility period, combo will max out at 64. This is the same specification used on NOISZ re:||COLLECTION G.
Polar
Unlock: Default
Skill C: POLARITY SHIFT - After shielding, the next shot deals 1.15x damage and has 15% larger timing window.
Damage Modifier: +0%
Lives Modifier: -1
Difficulty Modifier: +1
Slayer
Unlock: Default
Skill C: NOISZ HUNTER - Immune from Inversion Rate. All damage taken is red.
Damage Modifier: -5%
Lives Modifier: -0
Difficulty Modifier: +0
Rusted Core
Unlock: Default
Skill C: RUSTED SHIFT - Timing window is increased. The invincibility period after a hit is doubled to 8 beats. Some legacy behaviour is retained, but scores will not be saved.
Damage Modifier: +0%
Lives Modifier: -0
Difficulty Modifier: +0
This style is Core Module's original specification before the NOISZ Re:||VERSE 3.0 update. Scores are deprioritised on leaderboards, and combo is unlimited during invincibility frames. In addition, being close to the boss will not impose a 64 combo cap.
As well, Rusted Core Module's RUSTED SHIFT applies BPM-based armor to enemies, similarly to Mega Style.
Finally, Rusted Parry receives its old specifications (used in ARC CODA) of 5 lives, and healing at multiples of 100 combo.
NOISZ re:VERSE
Flash
Unlock: Clear Course RED (or higher)
Skill C: BERSERKER - Movement speed is increased. If you haven't shielded in the last 4 beats, shots deal 1.1x damage.
Damage Modifier: +0%
Lives Modifier: -1
Difficulty Modifier: +2
Lunatic
Unlock: Clear Course BRONZE (or higher)
Skill C: DETERMINATION - Restart current verse on getting hit. Each restart decreases damage dealt by 0.02x, up to 0.1x penalty.
Damage Modifier: +0%
Lives Modifier: Set to 1.
Difficulty Modifier: +3
Treasure
Unlock: Clear Course SILVER (or higher)
Skill C: LUCKY SEVEN - After absorbing 7+ blue bullets in a beat, gain 4 combo. Do not gain combo from absorbing if only 2 or less bullets were absorbed.
Damage Modifier: +0%
Lives Modifier: -1
Difficulty Modifier: +1
Although not mentioned on the module's description, Treasure Module changes the damage modifier of Style to end in "7".
Vengeance
Unlock: Clear Course GOLD (or higher)
Skill C: BLUE COUNTER - Fire a weak shot on every absorb. Non-charged shots give no combo.
Damage Modifier: -5%
Lives Modifier: -2
Difficulty Modifier: +3
Story-Specific Modules
Angel Module
Angel Module is a story-locked Module designed for use as an accessibility option. It is only available when starting a story campaign playthrough on Super Easy Mode.
Angel Module grants Charged Shots and Crash Mode (except with Harmonic Style). It sets your lives to 5 and has a +50% damage modifier. Lives are not reduced when getting hit.
When combined with Angel Style (by selecting "Beg for Mercy" on Super Easy Mode), Void bullets deal 1 damage on hit instead of causing an instant Game Over.
Trivia
- Treasure Module: The damage modifier perk was added in the version 2.4.
- The inspiration for this was a commented out 2% damage bonus in the code. Upon seeing this, the developer k//eternal thought it occasionally made the damage modifier end in 7 and that would be fitting to consistently end in 7.<ref>"i saw a commented out +2% in the code and i was like oh cute that makes it end in 7 sometimes but then what if it ends in 7 all the time" - Ktern in the NOISZ SL Discord Server.</ref>