Difference between revisions of "Modules"
(→Upgrading Modules: Included the how the upgrade cost scales with each upgrade and how much the upgrade costs increase as a module tiers up.) |
m (→Tiers: fixed a subject-verb disagreement) |
||
Line 53: | Line 53: | ||
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed). | Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed). | ||
− | Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade | + | Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I. |
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250. | Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250. |
Revision as of 02:05, 10 June 2021
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the workshop with resources, or can be upgraded temporarily during tower testing with experience or gems. Modules have tiers, with higher tiers being unlocked after upgrading the Headquarters
A collection of modules is called a Blueprint. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. (7.7e+1976)
Types of Modules
There are various kinds of modules to find.
Active vs Passive
Modules will be either active or passive.
Active
Active modules require manual activation.
Some need to be aimed, while others activate immediately on use.
Passive
Passive modules can be improvements to the core stats of your tower.
They can also activate automatically upon meeting their conditions.
Offensive, Defensive, Utility & Ultimate
A module is either offensive, defensive, utility, or ultimate.
Offensive
Offensive increase the damage of your tower in some way.
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.
Defensive
Defensive modules improve your tower's ability to survive attacks.
They can be improvements to health/health regeneration, or damage reduction, etc.
Utility
Utility modules do not directly improve offense or defense, but instead have other effects.
They can do things like supply energy for skills, or generate resources for example.
Ultimate
Ultimate modules provide special bonuses.
Upgrading Modules
Modules can be upgraded in the main game with experience or gems, or permanently upgraded inside the workshop.
Upgrading modules will increase their effects or their chance to activate.
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)
Tiers
You can unlock additional tiers of modules by prestiging inside the headquarters.
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250.
Unlocking Modules
Modules are unlocked in a variety of different ways. For details on unlocking each module, see List of Modules.
Regions
Each region drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.
The formula for calculating the final drop chance of a module is:
Bdc × Pb × Df × Log10(Cw / 10)
Where:
- Bdc is the base drop chance of the module
- Pb is the multiplier from any player bonuses
- Df is the difficulty factor from the current region difficulty
- Cw is the current wave reached upon round end
In general, when attempting to unlock modules, it is faster to do many short runs than it is to do one long run. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping.
Drop Chance Bonuses
There is only one player drop chance bonus currently which is the Analysis skill obtained from the workshop.
Difficulty Factor
Higher difficulties have a greater chance of dropping modules. The difficulty factor for each difficulty is as follows:
Difficulty | Factor |
---|---|
Easy | x1 |
Medium | x1.5 |
Hard | x1.5 |
Insane | x2 |
Nightmare | x2.25 |
Impossible | x2.5 |
List of Modules
There are currently 294 modules available to unlock.
Normal
Type | Name | Active | Unlock Location | Unlock Condition | Description |
---|---|---|---|---|---|
Basic Attack | N/A | Unlocked from start | Provides the tower some basic Neutral damage. | ||
Attack Speed | N/A | Unlocked from start | Modifies the towers attack speed. | ||
Stone Foundation | N/A | Unlocked from start | A very basic foundation for the tower which increases its hitpoints. | ||
Basic Regeneration | N/A | Unlocked from start | Supplies the tower with the ability to slowly regenerate itself. | ||
Basic Bouncing | R01: Forest | Wave 10 | Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit. | ||
Multishot | R01: Forest | Wave 30 | Provides a chance to shoot more missiles in order to hit additional targets on an attack. | ||
Nature's Touch | R01: Forest | Wave 40 | Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt. | ||
Fire Attack | R01: Forest | Random 5% | Provides the tower some basic Fire damage on every attack. | ||
Fire Burst | R01: Forest | Random 2% | Provides the Tower a 20% chance to deal additional Fire damage on an attack. | ||
Nature Attack | R01: Forest | Random 5% | Provides the tower some basic Nature damage on every attack. | ||
Nature Burst | R01: Forest | Random 2% | Provides the tower a 20% chance to deal additional Nature damage on an attack. | ||
Earth Attack | R01: Forest | Random 5% | Provides the tower some basic Earth damage on every attack. | ||
Earth Burst | R01: Forest | Random 2% | Provides the Tower a 20% chance to deal additional Earth damage on an attack. | ||
Elemental Resistance | R01: Forest | Wave 20 | Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental. | ||
Fire Resistance | R01: Forest | Random 5% | Reduces incoming Fire damage by a percent based amount. | ||
Nature Resistance | R01: Forest | Random 5% | Reduces incoming Nature damage by a percent based amount. | ||
Earth Resistance | R01: Forest | Random 5% | Reduces incoming Earth damage by a percent based amount. | ||
Wave Resources | R01: Forest | Wave 50 | Produces a fixed amount of Town Resources at the beginning of a new wave. | ||
Light Attack | R02: Desert | Random 5% | Provides the tower some basic Light damage on every attack. | ||
Light Burst | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Light damage on an attack. | ||
Air Attack | R02: Desert | Random 5% | Provides the tower some basic Air damage on every attack. | ||
Air Burst | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Air damage on an attack. | ||
Electricity Attack | R02: Desert | Random 5% | Provides the tower some basic Electricity damage on every attack. | ||
Electricity Burst | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Electricity damage on an attack. | ||
Simple Heal | Yes | R02: Desert | Wave 1 | Instantly heals the tower by a specific amount of hitpoints. | |
Granite Foundation | R02: Desert | Wave 10 | A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 50%. | ||
Light Resistance | R02: Desert | Random 5% | Reduces incoming Light damage by a percent based amount. | ||
Air Resistance | R02: Desert | Random 5% | Reduces incoming Air damage by a percent based amount. | ||
Electricity Resistance | R02: Desert | Random 5% | Reduces incoming Electricity damage by a percent based amount. | ||
Energy | R02: Desert | Wave 1 | Provides the tower with Energy which can be used to activate active skills. | ||
Energy Regeneration | R02: Desert | Wave 1 | Provides the tower the ability to passively regenerate energy. | ||
Darkness Attack | R03: Winter | Random 5% | Provides the tower some basic Darkness damage on every attack. | ||
Darkness Burst | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional Darkness on an attack. | ||
Water Attack | R03: Winter | Random 5% | Provides the tower some basic Water damage on every attack. | ||
Water Burst | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional Water damage on an attack. | ||
Splash | R03: Winter | Random 1% | Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral. | ||
Bash | R03: Winter | Random 0.12% | Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack. | ||
Darkness Resistance | R03: Winter | Random 5% | Reduces incoming Darkness damage by a percent based amount. | ||
Water Resistance | R03: Winter | Random 5% | Reduces incoming Water damage by a percent based amount. | ||
Basic Shield | R03: Winter | Wave 50 | Provides the tower with a shield that absorbs damage. | ||
Boss shield | R03: Winter | Random 1.2% | Reduces the incoming damage from Boss enemies. | ||
Moon Energy | R03: Winter | Random 5% | Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%. | ||
Soul Harvesting | R04: Underground | Random 0.1% | Provides a chance to deal 33% of the primary targets current health as additional Darkness damage. | ||
Darkness Armor | R04: Underground | Random 5% | Reduces incoming Darkness damage by a fixed amount. | ||
Air Armor | R04: Underground | Random 5% | Reduces incoming Air damage by a fixed amount. | ||
Earth Armor | R04: Underground | Random 5% | Reduces incoming Earth damage by a fixed amount. | ||
Nature Armor | R04: Underground | Random 5% | Reduces incoming Nature damage by a fixed amount. | ||
Shelter | R04: Underground | Random 1% | Provides a chance to fully block incoming damage if the tower hitpoints are below 50%. | ||
Transmute | R04: Underground | Random 0.5% | Provides a chance to convert dead enemies into additional town resources by using the power of alchemy. | ||
Offensive Pack | R04: Underground | Random 2% | Provides a chance to upgrade a random offensive module at the beginning of a new wave for free. | ||
Defensive Pack | R04: Underground | Random 2% | Provides a chance to upgrade a random defensive module at the beginning of a new wave for free. | ||
Firestorm | Yes | R05: Volcano | Random 1% | Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage. | |
Burning Attack | R05: Volcano | Random 0.1% | Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds. | ||
Light Armor | R05: Volcano | Random 5% | Reduces incoming Light damage by a fixed amount. | ||
Fire Armor | R05: Volcano | Random 5% | Reduces incoming Fire damage by a fixed amount. | ||
Water Armor | R05: Volcano | Random 5% | Reduces incoming Water damage by a fixed amount. | ||
Electricity Armor | R05: Volcano | Random 5% | Reduces incoming Electricity damage by a fixed amount. | ||
Magma Foundation | R05: Volcano | Wave 100 | A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40. | ||
Divine Blessing | R06: High Mountain | Random 0.15% | Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value. | ||
Light Splash | R06: High Mountain | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light. | ||
Fire Splash | R06: High Mountain | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire. | ||
Electricity Splash | R06: High Mountain | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity. | ||
Air Splash | R06: High Mountain | Random 2% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air. | ||
Air Shell | R06: High Mountain | Random 1% | Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | ||
Air Barrier | R06: High Mountain | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0. | ||
Bulletproof | R06: High Mountain | Random 0.9% | Provides resistance against incoming damage from ranged units like archers and wizards. | ||
Shield Recharger | R06: High Mountain | Random 0.5% | Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds. | ||
Lifeleech | Yes | R07: Jungle | Random 1.5% | Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage. | |
Earth Splash | R07: Jungle | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth. | ||
Water Splash | R07: Jungle | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water. | ||
Nature Splash | R07: Jungle | Random 2% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature. | ||
Darkness Splash | R07: Jungle | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness. | ||
Nature Shell | R07: Jungle | Random 1% | Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | ||
Earth Shell | R07: Jungle | Random 1% | Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | ||
Water Shell | R07: Jungle | Random 1% | Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | ||
Nature Barrier | R07: Jungle | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0. | ||
Earth Barrier | R07: Jungle | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0. | ||
Water Barrier | R07: Jungle | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0. | ||
Sparks | R08: Metallic Ruins | Random 0.12% | Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack. | ||
Fire Shell | R08: Metallic Ruins | Random 1% | Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | ||
Electricity Shell | R08: Metallic Ruins | Random 1% | Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | ||
Light Shell | R08: Metallic Ruins | Random 1% | Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | ||
Fire Barrier | R08: Metallic Ruins | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0. | ||
Electricity Barrier | R08: Metallic Ruins | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0. | ||
Light Barrier | R08: Metallic Ruins | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0. | ||
Diamond Foundation | R08: Metallic Ruins | Random 1% | This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified. | ||
Execution | R09: Beach | Random 1% | Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value. | ||
Rapidfire | R09: Beach | Random 0.6% | Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed. | ||
Advanced Splash | R09: Beach | Random 0.14% | Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself. | ||
Super Multishot | Yes | R09: Beach | Random 0.8% | Instantly fires a missile at multiple targets around the tower. | |
Darkness Barrier | R09: Beach | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0. | ||
Fire Exchange | R09: Beach | Random 1% | Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage. | ||
Water Exchange | R09: Beach | Random 1% | Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage. | ||
Earth Exchange | R09: Beach | Random 1% | Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage. | ||
Air Exchange | R09: Beach | Random 1% | Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage. | ||
Nature Exchange | R09: Beach | Random 1% | Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage. | ||
Electricity Exchange | R09: Beach | Random 1% | Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage. | ||
Light Exchange | R09: Beach | Random 1% | Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage. | ||
Darkness Exchange | R09: Beach | Random 1% | Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage. | ||
Sun Energy | R09: Beach | Random 5% | Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%. | ||
Ice Shards | R10: Ocean | Random 1% | Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds. | ||
Fire Impetus | R10: Ocean | Random 1% | Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | ||
Water Impetus | R10: Ocean | Random 1% | Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | ||
Earth Impetus | R10: Ocean | Random 1% | Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | ||
Air Impetus | R10: Ocean | Random 1% | Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | ||
Nature Impetus | R10: Ocean | Random 1% | Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | ||
Electricity Impetus | R10: Ocean | Random 1% | Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | ||
Light Impetus | R10: Ocean | Random 1% | Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | ||
Darkness Impetus | R10: Ocean | Random 1% | Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | ||
Darkness Shell | R10: Ocean | Random 1% | Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | ||
Frost Aura | R10: Ocean | Random 0.8% | Slows the movement speed of enemies in a 20M radius around the tower. | ||
Neutral Boost | R11: Neutral | Random 1% | Increases the damage dealt against Neutral enemies. | ||
Fire Boost | R11: Neutral | Random 1% | Increases the damage dealt against Fire enemies. | ||
Water Boost | R11: Neutral | Random 1% | Increases the damage dealt against Water enemies. | ||
Earth Boost | R11: Neutral | Random 1% | Increases the damage dealt against Earth enemies. | ||
Air Boost | R11: Neutral | Random 1% | Increases the damage dealt against Air enemies. | ||
Electricity Boost | R11: Neutral | Random 1% | Increases the damage dealt against Electricity enemies. | ||
Nature Boost | R11: Neutral | Random 1% | Increases the damage dealt against Nature enemies. | ||
Light Boost | R11: Neutral | Random 1% | Increases the damage dealt against Light enemies. | ||
Darkness Boost | R11: Neutral | Random 1% | Increases the damage dealt against Darkness enemies. | ||
Universal Boost | R11: Neutral | Random 1% | Increases the damage dealt against Universal enemies. | ||
Neutral Exchange | R11: Neutral | Random 1% | Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage. | ||
Universal Exchange | R11: Neutral | Random 1% | Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage. | ||
Marble Foundation | R11: Neutral | Random 0.5% | Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.) | ||
Darkness Crit | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Darkness enemies by 4. | ||
Fire Crit | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Fire enemies by 4. | ||
Earth Crit | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Earth enemies by 4. | ||
Water Crit | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Water enemies by 4. | ||
Fire Subsistence | R12: Dark Realm | Random 1% | Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | ||
Water Subsistence | R12: Dark Realm | Random 1% | Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | ||
Earth Subsistence | R12: Dark Realm | Random 1% | Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | ||
Air Subsistence | R12: Dark Realm | Random 1% | Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | ||
Nature Subsistence | R12: Dark Realm | Random 1% | Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | ||
Light Subsistence | R12: Dark Realm | Random 1% | Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | ||
Darkness Subsistence | R12: Dark Realm | Random 1% | Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | ||
Electricity Subsistence | R12: Dark Realm | Random 1% | Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | ||
Light Crit | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Light enemies by 4. | ||
Nature Crit | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Nature enemies by 4. | ||
Air Crit | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Air enemies by 4. | ||
Electricity Crit | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Electricity enemies by 4. | ||
Fire Protection | R13: Heaven | Random 1% | Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | ||
Water Protection | R13: Heaven | Random 1% | Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | ||
Air Protection | R13: Heaven | Random 1% | Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | ||
Earth Protection | R13: Heaven | Random 1% | Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | ||
Nature Protection | R13: Heaven | Random 1% | Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | ||
Electricity Protection | R13: Heaven | Random 1% | Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | ||
Light Protection | R13: Heaven | Random 1% | Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | ||
Darkness Protection | R13: Heaven | Random 1% | Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | ||
Fire Block | R14: Universe | Random 1% | Provides a chance to fully block incoming Fire damage. | ||
Water Block | R14: Universe | Random 1% | Provides a chance to fully block incoming Water damage. | ||
Air Block | R14: Universe | Random 1% | Provides a chance to fully block incoming Air damage. | ||
Electricity Block | R14: Universe | Random 1% | Provides a chance to fully block incoming Electricity damage. | ||
Darkness Block | R14: Universe | Random 1% | Provides a chance to fully block incoming Darkness damage. | ||
Earth Block | R14: Universe | Random 1% | Provides a chance to fully block incoming Earth damage. | ||
Nature Block | R14: Universe | Random 1% | Provides a chance to fully block incoming Nature damage. | ||
Light Block | R14: Universe | Random 1% | Provides a chance to fully block incoming Light damage. | ||
Neutral Focus | Yes | R15: Chaos | Random 1% | Increases Neutral damage dealt by the tower for 45 seconds. | |
Fire Focus | Yes | R15: Chaos | Random 1% | Increases Fire damage dealt by the tower for 45 seconds. | |
Water Focus | Yes | R15: Chaos | Random 1% | Increases Water damage dealt by the tower for 45 seconds. | |
Nature Focus | Yes | R15: Chaos | Random 1% | Increases Nature damage dealt by the tower for 45 seconds. | |
Air Focus | Yes | R15: Chaos | Random 1% | Increases Air damage dealt by the tower for 45 seconds. | |
Earth Focus | Yes | R15: Chaos | Random 1% | Increases Earth damage dealt by the tower for 45 seconds. | |
Light Focus | Yes | R15: Chaos | Random 1% | Increases Light damage dealt by the tower for 45 seconds. | |
Darkness Focus | Yes | R15: Chaos | Random 1% | Increases Darkness damage dealt by the tower for 45 seconds. | |
Electricity Focus | Yes | R15: Chaos | Random 1% | Increases Electricity damage dealt by the tower for 45 seconds. | |
Universal Focus | Yes | R15: Chaos | Random 1% | Increases Universal damage dealt by the tower for 45 seconds. | |
Super Tower | Yes | R15: Chaos | Wave 100 | Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%. | |
Fire Taste | Experiment: Fire | Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | |||
Fire Breath | Experiment: Fire | Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage. | |||
Combustion | Experiment: Fire | Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies. | |||
Shield of Fire | Experiment: Fire | Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower. | |||
Incineration | Experiment: Fire | Increases Fire damage based on the current hitpoint percentage of the primary target. | |||
Water Taste | Experiment: Water | Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | |||
Frost Nova | Yes | Experiment: Water | Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds. | ||
Shield of Frost | Experiment: Water | Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again. | |||
Shatter | Experiment: Water | Increases water damage dealt against stunned or frozen enemies. | |||
Extinguish | Experiment: Water | Provides a chance to instantly destroy a fire enemy on an attack. | |||
Glacier Spikes | Yes | Experiment: Water | Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds. | ||
Absolute Zero | Experiment: Water | Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. | |||
Nature Taste | Experiment: Nature | Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | |||
Adaptive Regeneration | Experiment: Nature | Automatically repairs the tower by an amount based on its maximum hitpoints. | |||
Shield of Nature | Experiment: Nature | Provides a 25% chance that incoming damage permanently increas the towers hp-regeneration. | |||
Violent Seeds | Yes | Experiment: Nature | Continously increases the towers Nature damage until the end of the duration. | ||
Rejuvenate | Experiment: Nature | Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration. | |||
Gaia's path | Experiment: Nature | Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets. | |||
Nature's wrath | Experiment: Nature | Amplifies Nature projectile damage dealt against Neutral enemies. | |||
Daybloom | Experiment: Nature | Applies a part of module and damage factor related Light damage bonus to Nature damage as well. | |||
Gigantic vines | Yes | Experiment: Nature | Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them. | ||
Earth Taste | Experiment: Earth | Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | |||
Steel Foundation | Experiment: Earth | A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage. | |||
Gravel | Experiment: Earth | Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage. | |||
Titanium Hull | Yes | Experiment: Earth | Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds. | ||
Avalanche | Experiment: Earth | Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1. | |||
Earthquake | Yes | Experiment: Earth | Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth. | ||
Electricity Taste | Experiment: Electricity | Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | |||
Lightning | Yes | Experiment: Electricity | Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds. | ||
Overcharge | Experiment: Electricity | Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy. | |||
Transformator | Experiment: Electricity | Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy. | |||
Shock ward | Yes | Experiment: Electricity | Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing. | ||
Darkness Taste | Experiment: Darkness | Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | |||
Heartstopper Aura | Experiment: Darkness | Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness. | |||
Shield of Darkness | Experiment: Darkness | Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive. | |||
Unholy Aura | Experiment: Darkness | Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type. | |||
Unholy Missile | Experiment: Darkness | Increases the damage based on the current missing hitpoint percentage of the primary target. | |||
Light Taste | Experiment: Light | Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | |||
Dispel | Yes | Experiment: Light | Removes a negative buff from the tower. | ||
Dryness Aura | Experiment: Light | Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type. | |||
Recharge | Yes | Experiment: Light | Instantly refills the towers energy to 100%. | ||
Air Taste | Experiment: Air | Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | |||
Shield of Air | Experiment: Air | Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive. | |||
Air Slice | Experiment: Air | Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed. | |||
Simple Evasion | Experiment: Neutral | Provides the tower a small chance to fully neglect incoming damage. | |||
Lifesteal | Experiment: Neutral | Converts a part of the attack damage dealt back to health for the tower. | |||
Impetus | Experiment: Neutral | Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | |||
Reflect | Experiment: Neutral | Damages attackers by a part of their own attackdamage. | |||
Defiance | Experiment: Neutral | Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds. | |||
Critical Strike | Experiment: Neutral | Provides a chance to deal more damage on an attack. | |||
Universal Attack | Experiment: Universal | Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements. | |||
Emergency Critical | Experiment: Universal | Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance. | |||
Universal Shield | Experiment: Universal | Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked. | |||
Temporal Barrier | Yes | Experiment: Universal | Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance. | ||
Lucky Shot | Experiment: Gems | Provides a small chance to multiply your damage by an amount on an attack. | |||
Phasing | Experiment: Gems | A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0. | |||
Division Shield | Experiment: Exotic | Divides incoming damage by a fixed amount. Affects all damage types. | |||
Death Wish | Arcade: Shop | Increases outgoing damage by a certain % and incoming damage by half of that amount. | |||
Desperado | Yes | Arcade: Shop | Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times. | ||
Strike Back | Arcade: Shop | Chance to gain an attackspeed buff when health below 60%. | |||
Energy Recycling | Arcade: Shop | Reduces the energy cost of all modules that require energy. | |||
Redirect | Yes | Arcade: Reward | Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time. | ||
Daigoparry | Arcade: Secret | Parry the next 15 hits that would kill you | |||
Phoenix Bounce | Challenge: 1-1 | Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times. | |||
Stab Prevention | Challenge: 1-3 | Provides a chance to block incoming damage from assassins regardless of their elemental type. | |||
Planned Strike | Challenge: 1-4 | Every 10 attack deals more damage. Switching targets does not reset the counter. | |||
Universal | Challenge: 1-5 | Changes the base type of the tower from Netural to Universal and therefore applies all default strengths and weaknesses of Universal to it. | |||
Forest Gift | Challenge: 1-6 | Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value. | |||
Energy Flow | Challenge: 2-2 | Reduces the cooldown of active modules. | |||
Headhunting | Challenge: 2-3 | Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses. | |||
Advanced Heal | Challenge: 2-4 | Yes | Instantly refills a percentage of the tower's maximum hitpoints. | ||
Sandstorm | Challenge: 2-5 | Yes | Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map. | ||
Desert Gift | Challenge: 2-6 | Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value. | |||
Metal Plating | Artifact: Metal Plating | A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy. | |||
Fire Bomb | Yes | Artifact: Incendiary Device | Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius. | ||
Dice of fate | Artifact: Dice of Fate | Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff. |
Era
Type | Name | Active | Unlock Location | Unlock Condition | Description |
---|---|---|---|---|---|
Bulwark | Era Experiment: Neutral | Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000. | |||
Neutral Amplifier | Era Experiment: Neutral | Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies. | |||
Shield Amplifier | Era Experiment: Neutral | Multiplies the maximum shieldpoints of the tower by a constant factor. | |||
XP Bonus | Era Experiment: Neutral | Increases the amount of experience gained for destroying enemies. | |||
Pressurize | Era Experiment: Neutral | Provides a chance to turn destroyed enemies into some gems. | |||
Fiery Aura | Era Experiment: Fire | Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonsues and is applied independently from the %-based amount. | |||
Solar Strike | Era Experiment: Fire | Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element. | |||
Ice breath | Era Experiment: Water | Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds. | |||
Frost Splash | Era Experiment: Water | Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects. | |||
Tideshift | Yes | Era Experiment: Water | Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears. | ||
Stoneskin | Era Experiment: Earth | Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well. | |||
Advanced Shield | Era Experiment: Earth | Provides the tower with an advanced shield, but disables health regeneration. | |||
Shockwave | Yes | Era Experiment: Earth | Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way. | ||
Growth | Era Experiment: Nature | Increases the maximum hitpoints over time. | |||
Photosynthesis | Era Experiment: Nature | Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round. | |||
Stream of Life | Yes | Era Experiment: Nature | Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff. | ||
Conductor | Era Experiment: Electricity | Converts a part of the incoming damage to shield points. | |||
Relay | Era Experiment: Electricity | Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy. | |||
Hurricane | Yes | Era Experiment: Air | Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%. | ||
Dark Sacrifice | Yes | Era Experiment: Darkness | Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time | ||
Immortality Shield | Yes | Era Experiment: Light | Completly nullifies any incoming damage for a ceartain amount of time. | ||
Refresh | Yes | Era Experiment: Light | Resets the cooldown of all other moduels when used. | ||
Magical Protection | Era Experiment: Light | Removes a negative buff once in a while. | |||
Gravitational Impact | Era Experiment: Universal | Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal. | |||
Unfolding | Era Experiment: Universal | Increases the maximum shieldpoints over time. | |||
Focused Multishot | Era Experiment: Universal | Provides a chance to attack all units around the primary target. | |||
Super Tower 2 | Yes | Era Experiment: Universal | Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4. |
Infinity
All Infinity modules are unlocked on the Infinity Grid. The infinity grid starts in the centre with Infinity Foundation (indicated by 13 on the map below), and can be traversed outwards in four directions.
Infinity Grid Map | ||||||||
---|---|---|---|---|---|---|---|---|
1 | 2 | |||||||
3 | ||||||||
4 | 5 | 6 | ||||||
7 | 8 | 9 | ||||||
10 | 11 | 12 | 13 | 14 | 15 | |||
16 | ||||||||
17 | 18 | 19 | ||||||
20 | 21 | |||||||
22 | 23 | 24 |
Type | Name | Active | Grid Location | Unlock Cost | Description |
---|---|---|---|---|---|
Super Tower 3 | Yes | 1 | 10 OC | Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100. | |
Power Conversion | 2 | 1 OC | Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active! | ||
Quantum Fading | 3 | 100 SP | Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality. | ||
Eternal Wall | 4 | 10 SP | Tremendously increases the hitpoints of the tower by raising them to a specific power. | ||
Infinity Burst | 7 | 1 SP | Provides a 25% chance to deal additional Neutral infinity damage. | ||
Quantum Speed | 10 | 100 SX | Provides the tower with the ability to reach much higher attack speed. | ||
Storm Synergy | 11 | 10 SX | Deals two independent instances of infinity Water and Air damage. | ||
Infinity Splash | 8 | 10 SX | Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage. | ||
Infinity Shield | 12 | 1 SX | Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped. | ||
Infinity Foundation | 13 | 100 QI | Allows the tower to survive attacks from infinity enemies. In exchange the maximum hitpoints, shield and hitpoint regeneration are reduced to x^0.5. | ||
Infinity Attack | 14 | 1 SX | An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral. | ||
Infinity Critical | 9 | 10 SX | Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies. | ||
Infinity Range | 6 | 100 SX | Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively. | ||
Void Synergy | 5 | 10 SX | Deals two independent instances of infinity Light and Darkness damage. | ||
Gaia Synergy | 15 | 10 SX | Deals two independent instances of infinity Earth and Nature damage. | ||
Condense | 16 | 10 SX | Provides a small change to receive an exotic gem from destroying a Boss enemy. | ||
Infinity Impetus | 19 | 100 SX | Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference. | ||
Sun Synergy | 18 | 10 SX | Deals two independent instances of infinity Fire and Electricity damage. | ||
Death Aura | 17 | 100 SX | Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second. | ||
Universal Infinity | 20 | 1 SP | Deals Universal infinity damage. | ||
Serious Missile | 21 | 10 SP | An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. | ||
Quantum Defense | 22 | 100 SP | Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage. | ||
Infinity Reflect | 23 | 1 OC | Reflects a part of the incoming damage in form of neutral infinity damage. | ||
Snap of Destiny | Yes | 24 | 10 OC | Erases half of all enemies from the map. |
Trivia
- There is "nature's touch" but there isn't any other element (ex : Flame's touch)