Difference between revisions of "Desert"

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|medium=18340
 
|medium=18340
 
|hard=403948
 
|hard=403948
|insane=3.41E+07
+
|insane=3.408E+07
|nightmare=2.85E+10
+
|nightmare=2.852E+10
|impossible=5.24E+16
+
|impossible=5.236E+16
 
}}
 
}}
The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]].
+
The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]]. The Desert features a sandy wasteland filled with fossils and cacti.
  
The Desert features a sandy wasteland filled with fossils and cacti. The region consists of 6 lanes that enemies may spawn from.
+
Completing wave 100 in this region unlocks the [[Winter]] region.
  
==Enemies==
+
==Challenges==
The base enemy structure consists of:
+
{{See also|Challenge Mode}}
* Neutral enemies
+
{| class="wikitable"
* Light enemies
+
!Name!!Enemies!!Goals!!Rules!!Rewards
* Fire enemies
+
|-
* Earth enemies
+
!Level #1
 +
| style="text-align: center;" |{{Element|Light}}
 +
|Reach wave 250
 +
|{{collapsible|width=400|Rules|
 +
* Max. 10 modules in total
 +
* Max 2 offensive modules
 +
* Modules have to be maxed T1 or above
 +
* Modules will be set to maxed T1
 +
* Modules start at Level 0
 +
* Utility modules keep their original tier and level
 +
* Enemies don't drop XP}}
 +
| +1 exotic gem per
 +
completed challenge
 +
|-
 +
!Level #2
 +
| style="text-align: center;" |{{Element|Nature}} {{Element|Air}}
 +
|Reach wave 175
 +
|{{collapsible|width=400|Rules|
 +
* Max 8 offensive modules
 +
* No defensive modules
 +
* No utility modules
 +
* No ultimate modules
 +
* Modules have to be maxed T2 or above
 +
* Modules will be set to maxed T2}}
 +
|{{Module|Utility|size=30px}} '''Energy Flow'''
 +
|-
 +
!Level #3
 +
| style="text-align: center;" |{{Element|Electricity}}
 +
|Reach wave 300
 +
|{{collapsible|width=400|Rules|
 +
* Max. 6 modules in total
 +
* Max 3 defensive modules
 +
* No ultimate modules
 +
* Modules have to be maxed T2 or above
 +
* Modules will be set to maxed T2}}
 +
|{{Module|Offensive|size=30px}} '''Headhunting'''
 +
|-
 +
!Level #4
 +
| style="text-align: center;" |{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}
 +
|Reach wave 400
 +
|{{collapsible|width=400|Rules|
 +
* Max. 6 modules in total
 +
* Modules have to be maxed T3 or above
 +
* Modules will be set to maxed T3}}
 +
|{{Module|Defensive|size=30px}} '''Advanced Heal'''
 +
|-
 +
!Level #5
 +
| style="text-align: center;" |{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}
 +
|Reach wave 150
 +
|{{collapsible|width=400|Rules|
 +
* Max. 8 modules in total
 +
* Max 2 offensive modules
 +
* Max 2 defensive modules
 +
* Max 2 utility modules
 +
* Max 2 ultimate modules
 +
* Modules have to be maxed T4 or above
 +
* Modules will be set to maxed T4}}
 +
|{{Module|Defensive|size=30px}} '''Sandstorm'''
 +
|-
 +
!Level #6
 +
| style="text-align: center;" |{{Element|Light}} {{Element|Nature}}
 +
|Reach wave 25
 +
|{{collapsible|width=400|Rules|
 +
* Max. 12 modules in total
 +
* Max 1 offensive modules
 +
* No defensive modules
 +
* Modules have to be maxed T5 or above
 +
* Modules will be set to maxed T5
 +
* Enemies have only 0.1% of their original health
 +
* Enemy damage is multiplied by 100}}
 +
|{{Module|Defensive|size=30px}} '''Desert Gift'''
 +
|}
  
== Environmental Effects ==
+
==Modules==
This area has no environmental effects.
+
{{See also|Modules}}
  
== Modules ==
+
{| class="wikitable sortable"
{{See also|Modules}}
 
{| class='wikitable sortable'
 
 
!Type!!Name!!Unlock Condition
 
!Type!!Name!!Unlock Condition
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Wave 1
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|<center>{{Module|Defensive|size=30px}}</center>||'''Simple Heal'''||Wave 1
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''||Wave 1
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|<center>{{Module|Utility|size=30px}}</center>||'''Energy'''||Wave 1
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''||Wave 1
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|<center>{{Module|Utility|size=30px}}</center>||'''Energy Regeneration'''||Wave 1
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''||Wave 10
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|<center>{{Module|Defensive|size=30px}}</center>||'''Granite Foundation'''||Wave 10
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''||Random 5%
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|<center>{{Module|Offensive|size=30px}}</center>||'''Light Attack'''||Random 5%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''||Random 2%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Attack'''||Random 5%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''||Random 5%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Attack'''||Random 5%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''||Random 2%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Burst'''||Random 2%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''||Random 5%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Burst'''||Random 2%
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''||Random 2%
+
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Burst'''||Random 2%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''||Random 5%
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|<center>{{Module|Defensive|size=30px}}</center>||'''Light Resistance'''||Random 5%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''||Random 5%
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|<center>{{Module|Defensive|size=30px}}</center>||'''Air Resistance'''||Random 5%
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''||Random 5%
+
|<center>{{Module|Defensive|size=30px}}</center>||'''Electricity Resistance'''||Random 5%
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>
 +
|'''Light / Air/ Electricity / Fire Crit'''
 +
|Random 1%
 
|}
 
|}
  
== Town Assets ==
+
==Town Assets==
After completing wave 100, you unlock:
+
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:
* Cactus
+
 
* Fossil
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:[[File:Cactus town asset.png|40px|Cactus]] Cactus
* Sand Rocks
+
:[[File:Bones town asset.png|40px|Bones]] Bones
 +
:[[File:Sandstone town asset.png|40px|Sandstone]] Sand rock 3
  
 
{{PerfectNavigation}}
 
{{PerfectNavigation}}
[[Category:Regions]]
 

Latest revision as of 00:58, 24 August 2023

Desert
Desert
Lanes 6
Enemies
Neutral element Light element Fire element Earth element
Difficulties
Easy 781%
Medium 18,340%
Hard 403,948%
Insane 34.08 M% (3.408e7%)
Nightmare 28.52 B% (2.852e10%)
Impossible 52.36 Qa% (5.236e16%)

The Desert is the second region in the game, unlocked after completing wave 100 on Forest. The Desert features a sandy wasteland filled with fossils and cacti.

Completing wave 100 in this region unlocks the Winter region.

Challenges

See also: Challenge Mode
Name Enemies Goals Rules Rewards
Level #1 Light element Reach wave 250
Rules
  • Max. 10 modules in total
  • Max 2 offensive modules
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • Modules start at Level 0
  • Utility modules keep their original tier and level
  • Enemies don't drop XP
+1 exotic gem per

completed challenge

Level #2 Nature element Air element Reach wave 175
Rules
  • Max 8 offensive modules
  • No defensive modules
  • No utility modules
  • No ultimate modules
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
Utility Module Energy Flow
Level #3 Electricity element Reach wave 300
Rules
  • Max. 6 modules in total
  • Max 3 defensive modules
  • No ultimate modules
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
Offensive Module Headhunting
Level #4 Neutral element Light element Fire element Earth element Reach wave 400
Rules
  • Max. 6 modules in total
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3
Defensive Module Advanced Heal
Level #5 Neutral element Fire element Air element Universal element Reach wave 150
Rules
  • Max. 8 modules in total
  • Max 2 offensive modules
  • Max 2 defensive modules
  • Max 2 utility modules
  • Max 2 ultimate modules
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
Defensive Module Sandstorm
Level #6 Light element Nature element Reach wave 25
Rules
  • Max. 12 modules in total
  • Max 1 offensive modules
  • No defensive modules
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies have only 0.1% of their original health
  • Enemy damage is multiplied by 100
Defensive Module Desert Gift

Modules

See also: Modules
Type Name Unlock Condition
Defensive Module
Simple Heal Wave 1
Utility Module
Energy Wave 1
Utility Module
Energy Regeneration Wave 1
Defensive Module
Granite Foundation Wave 10
Offensive Module
Light Attack Random 5%
Offensive Module
Air Attack Random 5%
Offensive Module
Electricity Attack Random 5%
Offensive Module
Light Burst Random 2%
Offensive Module
Air Burst Random 2%
Offensive Module
Electricity Burst Random 2%
Defensive Module
Light Resistance Random 5%
Defensive Module
Air Resistance Random 5%
Defensive Module
Electricity Resistance Random 5%
Offensive Module
Light / Air/ Electricity / Fire Crit Random 1%

Town Assets

The following town assets are unlocked after completing wave 100:

Cactus Cactus
Bones Bones
Sandstone Sand rock 3