Difference between revisions of "Desert"

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(Adds Crits)
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* Modules have to be maxed T2 or above
 
* Modules have to be maxed T2 or above
 
* Modules will be set to maxed T2}}
 
* Modules will be set to maxed T2}}
|[[File:Utility Module.png|Utility|30px]] '''Energy Flow'''
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|{{Module|Utility}} '''Energy Flow'''
 
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!Level #3
 
!Level #3
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* Modules have to be maxed T2 or above
 
* Modules have to be maxed T2 or above
 
* Modules will be set to maxed T2}}
 
* Modules will be set to maxed T2}}
|[[File:Offensive Module.png|Offensive|30px]] '''Headhunting'''
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|{{Module|Offensive}} '''Headhunting'''
 
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!Level #4
 
!Level #4
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|[[File:Defensive Module.png|Defensive|30px]] '''Desert Gift'''
 
|[[File:Defensive Module.png|Defensive|30px]] '''Desert Gift'''
 
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|}
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==Modules==
 
==Modules==
 
{{See also|Modules}}
 
{{See also|Modules}}

Revision as of 18:57, 29 March 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

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 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 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 Desert Gift

Modules

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