Difference between revisions of "Modules"

From The Perfect Tower II
Jump to navigation Jump to search
m
m (fixed all other typos)
(28 intermediate revisions by 3 users not shown)
Line 39: Line 39:
  
 
====Ultimate====
 
====Ultimate====
Ultimate modules provide special usually powerful bonuses.
+
Ultimate modules provide special, usually powerful bonuses.
  
 
====Special====
 
====Special====
Line 89: Line 89:
 
*{{Math|''Cw''}} is the '''current wave''' reached upon round end
 
*{{Math|''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, this is because the formula for the wave has the log function it is which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.
+
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.
  
 
For farming modules base there are 3 methods based on your [[Military Tier]]
 
For farming modules base there are 3 methods based on your [[Military Tier]]
  
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on
+
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.
  
For [[Military Tier]] 5+ it is best to go to the highest endless mode you can unlock on a region since wave momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance
+
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance
  
<sub>Spoiler for MT8 +</sub>
+
For Military Tier 8+ (spoiler)<spoiler>If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use "New Bounds" with an empty blueprint to get to what is effectively Wave 100B with 1 second runs</spoiler>
<spoiler>If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use "New Bounds" with an empty blueprint to get to what is effectively wave 100b with 1 second runs</spoiler>
 
  
 
====Drop Chance Bonuses====
 
====Drop Chance Bonuses====
There are 3 player drop chance bonus currently  
+
There are 3 player drop chance bonuses currently:
  
 
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]
 
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]
Line 108: Line 107:
  
 
====Difficulty Factor====
 
====Difficulty Factor====
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty so on forest hard there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:
+
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:
 
{| class="wikitable"
 
{| class="wikitable"
 
!Difficulty!!Factor
 
!Difficulty!!Factor
Line 130: Line 129:
 
===Normal===
 
===Normal===
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description
+
!Type!!Name
 +
!Max. Tier
 +
!Active!!Unlock Location!!Unlock Condition!!Description
 +
!Element!!Tags
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''
 +
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.
 +
|Neutral||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start||Modifies the towers attack speed.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''
 +
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.
 +
| ||ATTACKSPEED
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''
 +
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.
 +
| ||HEALTH
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''
 +
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.
 +
| ||HEALTH REGENERATION
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''
 +
|5|| ||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.
 +
| ||CHANCE AREA
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''
 +
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.
 +
| ||CHANCE AREA
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''
 +
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.
 +
|Nature||DAMAGE LIFESTEAL
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''
 +
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.
 +
|Fire||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''
 +
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.
 +
|Fire||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''
 +
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.
 +
|Nature||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''
 +
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.
 +
|Nature||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''
 +
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.
 +
|Earth||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''
 +
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.
 +
|Earth||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''
|'''Nature Crit'''
+
|5|| ||R01: [[Forest]]||Random 2%
|
 
|R01: [[Forest]]
 
|Random 2%
 
 
|Provides a chance to multiply your projectile's Nature damage.
 
|Provides a chance to multiply your projectile's Nature damage.
 +
|Nature||CHANCE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''
 +
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.
 +
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''
 +
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.
 +
|Fire||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''
 +
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.
 +
|Nature||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''
 +
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.
 +
|Earth||RESISTANCE
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''
 +
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.
 +
| ||RESOURCES WAVE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''
 +
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.
 +
|Light||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''
 +
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.
 +
|Light||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''
 +
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.
 +
|Air||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''
 +
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.
 +
|Air||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''
 +
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.
 +
|Electricity||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''
 +
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.
 +
|Electricity||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''
|'''Light Crit'''
+
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.
|
+
|Light||CHANCE DAMAGE
|R02: [[Desert]]
 
|Random 1%
 
|Provides a chance to multiply your projectile's Light damage.
 
 
|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|'''Air Crit'''
 
|'''Air Crit'''
 +
|5
 
|
 
|
 
|R02: [[Desert]]
 
|R02: [[Desert]]
 
|Random 1%
 
|Random 1%
 
|Provides a chance to multiply your projectile's Air damage.
 
|Provides a chance to multiply your projectile's Air damage.
 +
|Air||CHANCE DAMAGE
 
|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|'''Electricity Crit'''
 
|'''Electricity Crit'''
 +
|5
 
|
 
|
 
|R02: [[Desert]]
 
|R02: [[Desert]]
 
|Random 1%
 
|Random 1%
 
|Provides a chance to multiply your projectile's Electricity damage.
 
|Provides a chance to multiply your projectile's Electricity damage.
 +
|Electricity||CHANCE DAMAGE
 
|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|'''Fire Crit'''
 
|'''Fire Crit'''
 +
|5
 
|
 
|
 
|R02: [[Desert]]
 
|R02: [[Desert]]
 
|Random 1%
 
|Random 1%
 
|Provides a chance to multiply your projectile's Fire damage.
 
|Provides a chance to multiply your projectile's Fire damage.
 +
|Fire||CHANCE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''
 +
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.
 +
| ||ACTIVE INSTANT HEALTH
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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%.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''
 +
|250|| ||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%.
 +
| ||HEALTH ATTACKSPEED
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''
 +
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.
 +
|Light||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''
 +
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.
 +
|Air||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''
 +
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.
 +
|Electricity||RESISTANCE
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''
 +
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.
 +
| ||ENERGY
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''
 +
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.
 +
| ||ENERGY REGENERATION
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''
 +
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.
 +
|Darkness||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''
 +
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.
 +
|Darkness||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''
 +
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.
 +
|Water||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''
 +
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.
 +
|Water||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''
 +
|250|| ||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.
 +
|Neutral||CHANCE AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''
 +
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.
 +
| ||CHANCE STUN DEBUFF
 
|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|'''Darkness Crit'''
 
|'''Darkness Crit'''
 +
|5
 
|
 
|
 
|R03: [[Winter]]
 
|R03: [[Winter]]
 
|Random 1%
 
|Random 1%
 
|Provides a chance to multiply your projectile's Darkness damage.
 
|Provides a chance to multiply your projectile's Darkness damage.
 +
|Darkness||CHANCE DAMAGE
 
|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|'''Water Crit'''
 
|'''Water Crit'''
 +
|5
 
|
 
|
 
|R03: [[Winter]]
 
|R03: [[Winter]]
 
|Random 1%
 
|Random 1%
 
|Provides a chance to multiply your projectile's Water damage.
 
|Provides a chance to multiply your projectile's Water damage.
 +
|Water||CHANCE DAMAGE
 
|-
 
|-
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|[[File:Offensive Module.png|Offensive|center|30px]]
 
|'''Earth Crit'''
 
|'''Earth Crit'''
 +
|5
 
|
 
|
 
|R03: [[Winter]]
 
|R03: [[Winter]]
 
|Random 1%
 
|Random 1%
 
|Provides a chance to multiply your projectile's Earth damage.
 
|Provides a chance to multiply your projectile's Earth damage.
 +
|Earth||CHANCE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''
 +
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.
 +
|Darkness||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''
 +
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.
 +
|Water||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''
 +
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.
 +
| ||SHIELD
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''
 +
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.
 +
| ||REACTIVE BLOCK BOSS
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''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%.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''
 +
|5|| ||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%.
 +
| ||ENERGY REGENERATION
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''
 +
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.
 +
|Darkness||CHANCE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''
 +
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.
 +
|Darkness||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''
 +
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.
 +
|Air||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''
 +
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.
 +
|Earth||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''
 +
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.
 +
|Nature||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''
 +
|5|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.
 +
| ||REACTIVE BLOCK
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''
 +
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.
 +
| ||RESOURCES CHANCE
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''
 +
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.
 +
| ||WAVE CHANCE MODULE
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''
 +
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.
 +
| ||WAVE CHANCE MODULE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''
 +
|250||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.
 +
|Fire||ACTIVE GROUND AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''
 +
|250|| ||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.
 +
|Fire||CHANCE AREA DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''
 +
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.
 +
|Light||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''
 +
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.
 +
|Fire||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''
 +
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.
 +
|Water||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''
 +
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.
 +
|Electricity||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''
 +
|250|| ||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.
 +
|Fire Water||HEALTH RESISTANCE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''
 +
|250|| ||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||CHANCE DAMAGE HEALTH
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''
 +
|250|| ||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.
 +
|Light||AREA DAMAGE
 +
 
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''
 +
|250|| ||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.
 +
|Fire||AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''
 +
|250|| ||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.
 +
|Electricity||AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''
 +
|250|| ||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||AREA DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''
 +
|5|| ||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||RESISTANCE BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''
 +
|5|| ||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.
 +
|Air||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''
 +
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.
 +
| ||REACTIVE BLOCK ARCHER WIZARD
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''
 +
|5|| ||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.
 +
| ||SHIELD REACTIVE REGENERATION
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''
 +
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.
 +
| ||ACTIVE INSTANT AREA LIFESTEAL
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''
 +
|250|| ||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.
 +
|Earth||AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''
 +
|250|| ||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.
 +
|Water||AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''
 +
|250|| ||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.
 +
|Nature||AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''
 +
|250|| ||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.
 +
|Darkness||AREA DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''
 +
|5|| ||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.
 +
|Nature||RESISTANCE BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''
 +
|5|| ||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.
 +
|Earth||RESISTANCE BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''
 +
|5|| ||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.
 +
|Water||RESISTANCE BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''
 +
|5|| ||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.
 +
|Nature||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''
 +
|5|| ||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.
 +
|Earth||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''
 +
|5|| ||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.
 +
|Water||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''
 +
|250|| ||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.
 +
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''
 +
|5|| ||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.
 +
|Fire||RESISTANCE BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''
 +
|5|| ||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.
 +
|Electricity||RESISTANCE BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''
 +
|5|| ||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.
 +
|Light||RESISTANCE BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''
 +
|5|| ||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.
 +
|Fire||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''
 +
|5|| ||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.
 +
|Electricity||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''
 +
|5|| ||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.
 +
|Light||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''
 +
|250|| ||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.
 +
| ||HEALTH RESISTANCE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''
 +
|250|| ||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.
 +
|Universal||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''
 +
|5|| ||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.
 +
| ||CHANCE BUFF ATTACKSPEED
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''
 +
|5|| ||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.
 +
|Neutral||CHANCE AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''
 +
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.
 +
| ||ACTIVE INSTANT AREA
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''
 +
|5|| ||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.
 +
|Darkness||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''
 +
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.
 +
|Fire||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''
 +
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.
 +
|Water||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''
 +
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.
 +
|Earth||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''
 +
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.
 +
|Air||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''
 +
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.
 +
|Nature||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''
 +
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.
 +
|Electricity||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''
 +
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.
 +
|Light||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''
 +
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.
 +
|Darkness||RESISTANCE
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''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%.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''
 +
|5|| ||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%.
 +
| ||ENERGY REGENERATION
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''
 +
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.
 +
|Water||DAMAGE SLOW DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''
 +
|5|| ||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.
 +
|Fire||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''
 +
|5|| ||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.
 +
|Water||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''
 +
|5|| ||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.
 +
|Earth||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''
 +
|5|| ||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.
 +
|Air||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''
 +
|5|| ||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.
 +
|Nature||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''
 +
|5|| ||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.
 +
|Electricity||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''
 +
|5|| ||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.
 +
|Light||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''
 +
|5|| ||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||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''
 +
|5|| ||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.
 +
|Darkness||RESISTANCE BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''
 +
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.
 +
| ||AURA SLOW DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.
 +
|Neutral||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.
 +
|Fire||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.
 +
|Water||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.
 +
|Earth||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.
 +
|Air||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.
 +
|Electricity||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.
 +
|Nature||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.
 +
|Light||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.
 +
|Darkness||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.
 +
|Universal||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''
 +
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.
 +
|Neutral||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''
 +
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.
 +
|Universal||RESISTANCE
 
|-
 
|-
 
|[[File:Defensive Module.png|Defensive|center|30px]]
 
|[[File:Defensive Module.png|Defensive|center|30px]]
 
|'''Marble Foundation'''
 
|'''Marble Foundation'''
 +
|250
 
|
 
|
 
|R11: [[Neutral]]
 
|R11: [[Neutral]]
 
|Random 0.5%
 
|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.)
 
|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.)
 +
|Netural Universal||HEALTH RESISTANCE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''
 +
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.
 +
|Darkness||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''
 +
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.
 +
|Fire||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''
 +
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.
 +
|Earth||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''
 +
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.
 +
|Water||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''
 +
|5|| ||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.
 +
|Fire||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''
 +
|5|| ||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.
 +
|Water||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''
 +
|5|| ||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.
 +
|Earth||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''
 +
|5|| ||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.
 +
|Air||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''
 +
|5|| ||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.
 +
|Nature||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''
 +
|5|| ||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.
 +
|Light||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''
 +
|5|| ||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.
 +
|Darkness||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''
 +
|5|| ||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.
 +
|Electricity||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''
 +
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.
 +
|Light||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''
 +
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.
 +
|Nature||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''
 +
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.
 +
|Air||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''
 +
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.
 +
|Electricity||CHANCE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''
 +
|5|| ||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.
 +
|Fire||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''
 +
|5|| ||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.
 +
|Water||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''
 +
|5|| ||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.
 +
|Air||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''
 +
|5|| ||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.
 +
|Earth||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''
 +
|5|| ||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.
 +
|Nature||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''
 +
|5|| ||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.
 +
|Electricity||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''
 +
|5|| ||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.
 +
|Light||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''
 +
|5|| ||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.
 +
|Darkness||ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''
 +
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.
 +
|Fire||BLOCK CHANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''
 +
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.
 +
|Water||BLOCK CHANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''
 +
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.
 +
|Air||BLOCK CHANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''
 +
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.
 +
|Electricity||BLOCK CHANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''
 +
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.
 +
|Darkness||BLOCK CHANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''
 +
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.
 +
|Earth||BLOCK CHANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''
 +
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.
 +
|Nature||BLOCK CHANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''
 +
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.
 +
|Light||BLOCK CHANCE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.
 +
|Neutral||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.
 +
|Fire||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.
 +
|Water||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.
 +
|Nature||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.
 +
|Air||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.
 +
|Earth||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.
 +
|Light||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.
 +
|Darkness||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.
 +
|Electricity||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.
 +
|Universal||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''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%.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''
 +
|5||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%.
 +
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''
 +
|5|| ||[[Experiment: Fire]]||100°C||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||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''|| ||[[Experiment: Fire]]||3,000°C||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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''
 +
|250|| ||[[Experiment: Fire]]||3,000°C||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.
 +
|Fire||CHANCE AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''
 +
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.
 +
|Fire||CHANCE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''|| ||[[Experiment: Fire]]||950,000°C||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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''
 +
|5|| ||[[Experiment: Fire]]||950,000°C||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.
 +
|Fire||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''|| ||[[Experiment: Fire]]||5,000,000°C
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''
 +
|5|| ||[[Experiment: Fire]]||5,000,000°C
 
''(5M°C or 5e6°C)''
 
''(5M°C or 5e6°C)''
 
|Increases Fire damage based on the current hitpoint percentage of the primary target.
 
|Increases Fire damage based on the current hitpoint percentage of the primary target.
 +
|Fire||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''|| ||[[Experiment: Water]]||50L (15°C)
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''
 +
|5|| ||[[Experiment: Water]]||50L (15°C)
 
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
 
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
 +
|Water||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''||Yes||[[Experiment: Water]]||75L (0°C)
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''
 +
|5||Yes||[[Experiment: Water]]||75L (0°C)
 
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.
 
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.
 +
| ||ACTIVE INSTANT AREA STUN DEBUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''|| ||[[Experiment: Water]]||200L (-10°C)
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''
 +
|5|| ||[[Experiment: Water]]||200L (-10°C)
 
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.
 
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.
 +
| ||REACTIVE SLOW DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''|| ||[[Experiment: Water]]||500L (-20°C)
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''
 +
|5|| ||[[Experiment: Water]]||500L (-20°C)
 
|Increases water damage dealt against stunned or frozen enemies.
 
|Increases water damage dealt against stunned or frozen enemies.
 +
|Water||DAMAGE STUN
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''|| ||[[Experiment: Water]]||1000L (-22°C)
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''
 +
|5|| ||[[Experiment: Water]]||1000L (-22°C)
 
|Provides a chance to instantly destroy a fire enemy on an attack.
 
|Provides a chance to instantly destroy a fire enemy on an attack.
 +
|Fire Universal||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''||Yes||[[Experiment: Water]]||2500L (-40°C)
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''
 +
|50||Yes||[[Experiment: Water]]||2500L (-40°C)
 
|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.
 
|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.
 +
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF
 
|-
 
|-
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''|| ||[[Experiment: Water]]||100L (-273°C)
+
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''
 +
|1|| ||[[Experiment: Water]]||100L (-273°C)
 
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.
 
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.
 +
| ||TIME
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''
 +
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
 +
|Nature||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''
 +
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.
 +
| ||HEALTH REGENERATION
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increas the towers hp-regeneration.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''
 +
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.
 +
| ||REACTIVE HEALTH REGENERATION
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''||Yes||[[Experiment: Nature]]||12 Plants||Continously increases the towers Nature damage until the end of the duration.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''
 +
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.
 +
|Nature||ACTIVE INSTANT BUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''|| ||[[Experiment: Nature]]||16 Plants||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.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''
 +
|5|| ||[[Experiment: Nature]]||16 Plants||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.
 +
| ||HEALTH REGENERATION
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''|| ||[[Experiment: Nature]]||22 Plants||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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''
 +
|250|| ||[[Experiment: Nature]]||22 Plants||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||AREA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''
 +
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.
 +
|Neutral||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''
 +
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.
 +
|Nature Light||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''||Yes||[[Experiment: Nature]]||35 Plants||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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''
 +
|5||Yes||[[Experiment: Nature]]||35 Plants||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.
 +
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''
 +
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
 +
|Earth||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''
 +
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.
 +
|Earth Fire Air Neutral||HEALTH RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''|| ||[[Experiment: Earth]]||30,000 kg/m³||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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''
 +
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||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.
 +
| ||REACTIVE STUN BLOCK
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''||Yes||[[Experiment: Earth]]||125,000 kg/m³
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''
 +
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³
 
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.
 
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.
 +
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''|| ||[[Experiment: Earth]]||2.5M kg/m³  
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''
 +
|5|| ||[[Experiment: Earth]]||2.5M kg/m³  
  
 
''(2.5e6 kg/m³)''
 
''(2.5e6 kg/m³)''
 
|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.
 
|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.
 +
|Earth||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''||Yes||[[Experiment: Earth]]||55M kg/m³  
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''
 +
|5||Yes||[[Experiment: Earth]]||55M kg/m³  
  
 
''(55e6 kg/m³)''
 
''(55e6 kg/m³)''
 
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.
 
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.
 +
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''
 +
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
 +
|Electricity||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''||Yes||[[Experiment: Electricity]]||12A||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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''
 +
|250||Yes||[[Experiment: Electricity]]||12A||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.
 +
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''
 +
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.
 +
|Electricity||REACTIVE ATTACKSPEED
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''
 +
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.
 +
|Electricity||SHIELD
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''
 +
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.
 +
| ||ACTIVE GROUND STUN DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''
 +
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
 +
|Darkness||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''
 +
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.
 +
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]||30 Particles||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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''
 +
|250|| ||[[Experiment: Darkness]]||30 Particles||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.
 +
|Darkness||REACTIVE BLOCK
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''
 +
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.
 +
|Darkness Fire Earth Nature||AURA DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''
 +
|5|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.
 +
|Darkness||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''
 +
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
 +
|Light||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''
 +
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.
 +
| ||ACTIVE INSTANT
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''
 +
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.
 +
|Light Water Air Electricity||AURA DEBUFF
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''||Yes||[[Experiment: Light]]||6.25M LM
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''
 +
|5||Yes||[[Experiment: Light]]||6.25M LM
 
''(6.25e6 LM)''
 
''(6.25e6 LM)''
 
|Instantly refills the towers energy to 100%.
 
|Instantly refills the towers energy to 100%.
 +
| ||ACTIVE INSTANT ENERGY
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''
 +
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.
 +
|Air||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''|| ||[[Experiment: Air]]||1.01M Pa
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''
 +
|5|| ||[[Experiment: Air]]||1.01M Pa
 
''(1.01e6 Pa)''
 
''(1.01e6 Pa)''
 
|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.
 
|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.
 +
| ||REACTIVE BLOCK
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''|| ||[[Experiment: Air]]||5.07M Pa
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''
 +
|5|| ||[[Experiment: Air]]||5.07M Pa
 
''(5.07M Pa)''
 
''(5.07M Pa)''
 
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.
 
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.
 +
| ||CHANCE AREA DAMAGE SLOW DEBUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''
 +
|5|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.
 +
| ||REACTIVE BLOCK
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''
 +
|5|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.
 +
| ||HEALTH LIFESTEAL
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''
 +
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.
 +
| ||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''|| ||[[Experiment: Neutral]]||20,000
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''
 +
|5|| ||[[Experiment: Neutral]]||20,000
 
|Damages attackers by a part of their own attackdamage.
 
|Damages attackers by a part of their own attackdamage.
 +
|Neutral||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''|| ||[[Experiment: Neutral]]||125,000||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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''
 +
|5|| ||[[Experiment: Neutral]]||125,000||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.
 +
| ||REACTIVE BLOCK STUN DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''
 +
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''
 
|Provides a chance to deal more damage on an attack.
 
|Provides a chance to deal more damage on an attack.
 +
| ||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''|| ||[[Experiment: Universal]]||>= 1.5G
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''
 +
|250|| ||[[Experiment: Universal]]||>= 1.5G
 
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.
 
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.
 +
|Universal||DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''|| ||[[Experiment: Universal]]||>= 1.8G||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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''
 +
|250|| ||[[Experiment: Universal]]||>= 1.8G||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.
 +
| ||CHANCE DAMAGE
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''|| ||[[Experiment: Universal]]||<= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''
 +
|5|| ||[[Experiment: Universal]]||<= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.
 +
| ||REACTIVE BLOCK
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]||<= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''
 +
|5||Yes||[[Experiment: Universal]]||<= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.
 +
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''
 +
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.
 +
| ||DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''
 +
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||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.
 +
| ||REACTIVE BLOCK
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''
 +
|40|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.
 +
| ||REACTIVE BLOCK
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''|| ||[[Arcade]]: Shop||100 token
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''
 
+
|250|| ||[[Arcade]]: Shop||100 tokens
1000 arcade resources
+
1000 [[File:Pink resource.png|frameless|22x22px]]
 
|Increases outgoing damage by a certain % and incoming damage by half of that amount.
 
|Increases outgoing damage by a certain % and incoming damage by half of that amount.
 +
| ||DAMAGE WEAKEN
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop||100 token
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''
 
+
|250||Yes||[[Arcade]]: Shop||100 tokens
1000 arcade resources
+
1000 [[File:Pink resource.png|frameless|22x22px]]
 
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.
 
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.
 +
|Neutral||ACTIVE INSTANT AREA DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop||100 token
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''
 
+
|5|| ||[[Arcade]]: Shop||100 tokens
1000 arcade resources
+
1000 [[File:Pink resource.png|frameless|22x22px]]
 
|Chance to gain an attackspeed buff when health below 60%.
 
|Chance to gain an attackspeed buff when health below 60%.
 +
| ||REACTIVE ATTACKSPEED BUFF
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop||100 token
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''
 
+
|5|| ||[[Arcade]]: Shop||100 tokens
1000 arcade resources
+
1000 [[File:Pink resource.png|frameless|22x22px]]
 
|Reduces the energy cost of all modules that require energy.
 
|Reduces the energy cost of all modules that require energy.
 +
| ||ENERGY COST
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward||100 token
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''
 
+
|5||Yes||[[Arcade]]: Reward||100 tokens
1000 arcade resources
+
1000 [[File:Pink resource.png|frameless|22x22px]]
 
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.
 
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.
 +
|Electricity||ACTIVE INSTANT BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''|| ||[[Arcade]]: Secret||<spoiler>Enter the Konami code in the arcade menu after beating Perfect Space once</spoiler>||Parry the next 15 hits that would kill you
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''
 +
|5|| ||[[Arcade]]: Secret||<spoiler>Enter the Konami code in the arcade menu after beating Perfect Space once</spoiler>||Parry the next 15 hits that would kill you
 +
| ||REACTIVE BLOCK
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''
|'''Awareness'''
+
|5
 
|Yes
 
|Yes
 
|[[Mine]]: Second Floor
 
|[[Mine]]: Second Floor
 
|Random 1% <sup>[[Modules#Footnotes|[1]]]</sup>
 
|Random 1% <sup>[[Modules#Footnotes|[1]]]</sup>
 
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)
 
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)
 +
| ||ACTIVE INSTANT XP BUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''
|'''Radar'''
+
|5
 
|Yes
 
|Yes
 
|[[Mine]]: Second Floor
 
|[[Mine]]: Second Floor
 
|Random 0.5% <sup>[[Modules#Footnotes|[1]]]</sup>
 
|Random 0.5% <sup>[[Modules#Footnotes|[1]]]</sup>
 
|Doubles the tower's attack range for a certain amount of time.
 
|Doubles the tower's attack range for a certain amount of time.
 +
| ||ACTIVE INSTANT RANGE BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''
|'''Checkerboard Aura'''
+
|30
 
|
 
|
 
|[[Mine]]: Second Floor
 
|[[Mine]]: Second Floor
 
|Random 0.5% <sup>[[Modules#Footnotes|[1]]]</sup>
 
|Random 0.5% <sup>[[Modules#Footnotes|[1]]]</sup>
 
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.
 
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.
 +
|Neutral Universal||AURA DEBUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''
|'''Magical Orbs'''
+
|5
 
|Yes
 
|Yes
 
|[[Mine]]: Second Floor
 
|[[Mine]]: Second Floor
 
|Random 0.5% <sup>[[Modules#Footnotes|[1]]]</sup>
 
|Random 0.5% <sup>[[Modules#Footnotes|[1]]]</sup>
 
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.
 
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.
 +
| ||ACTIVE INSTANT STUN DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''|| ||Challenge: 1-1||Challenge Completion||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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''
 +
|250|| ||Challenge: 1-1||Challenge Completion||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.
 +
|Fire||AREA DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''
 +
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.
 +
| ||REACTIVE BLOCK ASSASSIN
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''
 +
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.
 +
| ||DAMAGE
 
|-
 
|-
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Netural to Universal and therefore applies all default strengths and weaknesses of Universal to it.
+
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''
 +
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it.
 +
|Universal||ELEMENT ARMOR
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''
 +
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.
 +
|Neutral Fire Earth Nature||RESISTANCE
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''
|'''Energy Flow'''
+
|5
 
|
 
|
 
|Challenge: 2-2
 
|Challenge: 2-2
 
|Challenge Completion
 
|Challenge Completion
 
|Reduces the cooldown of active modules.
 
|Reduces the cooldown of active modules.
 +
| ||REGENERATION
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''
|'''Headhunting'''
+
|250
 
|
 
|
 
|Challenge: 2-3
 
|Challenge: 2-3
 
|Challenge Completion
 
|Challenge Completion
 
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.
 
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.
 +
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''
|'''Advanced Heal'''
+
|5
 
|Yes
 
|Yes
 
|Challenge: 2-4
 
|Challenge: 2-4
 
|Challenge Completion
 
|Challenge Completion
 
|Instantly refills a percentage of the tower's maximum hitpoints.
 
|Instantly refills a percentage of the tower's maximum hitpoints.
 +
| ||ACTIVE INSTANT HEALTH
 
|-
 
|-
 
|[[File:Defensive Module.png|Defensive|center|30px]]
 
|[[File:Defensive Module.png|Defensive|center|30px]]
 
|'''Sandstorm'''
 
|'''Sandstorm'''
 +
|20
 
|Yes
 
|Yes
 
|Challenge: 2-5
 
|Challenge: 2-5
 
|Challenge Completion
 
|Challenge Completion
 
|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.
 
|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.
 +
| ||ACTIVE INSTANT SLOW DEBUFF
 
|-
 
|-
 
|[[File:Defensive Module.png|Defensive|center|30px]]
 
|[[File:Defensive Module.png|Defensive|center|30px]]
 
|'''Desert Gift'''
 
|'''Desert Gift'''
 +
|5
 
|
 
|
 
|Challenge: 2-6
 
|Challenge: 2-6
 
|Challenge Completion
 
|Challenge Completion
 
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.
 
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.
 +
|Neutral Light Fire Earth||RESISTANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''|| ||Artifact: Metal Plating|| ||A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''
 +
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.
 +
|Electricity||REACTIVE DAMAGE BLOCK
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''
|-
+
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''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.
+
|Fire||ACTIVE GROUND AREA DAMAGE
 
|}
 
|}
  
 
===Era===
 
===Era===
 
{{Spoiler hatnote|Era content}}
 
{{Spoiler hatnote|Era content}}
 
+
ERA Experiment refers to "Workshop Stairs >> ERA >> Experiment (third tab)"
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description
+
!Type!!Name
 +
!Max. Tier
 +
!Active!!Unlock Location!!Description
 +
!Element!!Tags
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''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.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''
 +
|5|| ||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 Fire Water Nature Earth Air Darkness Universal Electricity||DAMAGE ARMOR
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''
 +
|5|| ||Era Experiment: Neutral||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.
 +
|Neutral||
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies the maximum shieldpoints of the tower by a constant factor.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''
 +
|5|| ||Era Experiment: Neutral||Multiplies the maximum shieldpoints of the tower by a constant factor.
 +
| ||SHIELD
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral|| ||Increases the amount of experience gained for destroying enemies.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''
 +
|25|| ||Era Experiment: Neutral||Increases the amount of experience gained for destroying enemies.
 +
| ||XP
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral|| ||Provides a chance to turn destroyed enemies into some gems.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''
 +
|250|| ||Era Experiment: Neutral||Provides a chance to turn destroyed enemies into some gems.
 +
| ||GEMS CHANCE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''
 +
|250|| ||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 bonuses and is applied independently from the %-based amount.
 +
|Fire||AURA DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''
 +
|5|| ||Era Experiment: Fire||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.
 +
|Nature||CHANCE DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''
 +
|250|| ||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.
 +
|Water||CHANCE AREA STUN DEBUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''
 +
|5|| ||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.
 +
| ||CHANCE AREA SLOW
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''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.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''
 +
|5||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.
 +
| ||ACTIVE INSTANT SLOW DEBUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''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.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''
 +
|5|| ||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.
 +
| ||REACTIVE STUN
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth|| ||Provides the tower with an advanced shield, but disables health regeneration.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''
 +
|250|| ||Era Experiment: Earth||Provides the tower with an advanced shield, but disables health regeneration.
 +
| ||SHIELD REGENERATION
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth|| ||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''
 +
|250||Yes||Era Experiment: Earth||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.
 +
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature|| ||Increases the maximum hitpoints over time.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''
 +
|5|| ||Era Experiment: Nature||Increases the maximum hitpoints over time.
 +
| ||HEALTH
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''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.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''
 +
|5|| ||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.
 +
|Nature Light||
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''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.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''
 +
|5||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.
 +
|Nature||ACTIVE INSTANT DAMAGE BUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity|| ||Converts a part of the incoming damage to shield points.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''
 +
|5|| ||Era Experiment: Electricity||Converts a part of the incoming damage to shield points.
 +
| ||REACTIVE SHIELD
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''
 +
|5|| ||Era Experiment: Electricity||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.
 +
|Electricity||CHANCE AREA
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||Yes||Era Experiment: Air|| ||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''
 +
|5||Yes||Era Experiment: Air||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.
 +
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''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
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''
 +
|5||Yes||Era Experiment: Darkness||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time
 +
|Darkness||ACTIVE INSTANT BUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light|| ||Completly nullifies any incoming damage for a ceartain amount of time.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''
 +
|5||Yes||Era Experiment: Light||Completely nullifies any incoming damage for a certain amount of time.
 +
| ||ACTIVE INSTANT BLOCK BUFF
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light|| ||Resets the cooldown of all other moduels when used.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''
 +
|5||Yes||Era Experiment: Light||Resets the cooldown of all other modules when used.
 +
| ||ACTIVE INSTANT COOLDOWN
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''
|'''Magical Protection'''
+
|5
 
|
 
|
 
|Era Experiment: Light
 
|Era Experiment: Light
|
 
 
|Removes a negative buff once in a while.
 
|Removes a negative buff once in a while.
 +
| ||AURA
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''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.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''
 +
|5|| ||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.
 +
|Universal||DAMAGE
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal|| ||Increases the maximum shieldpoints over time.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''
 +
|5|| ||Era Experiment: Universal||Increases the maximum shieldpoints over time.
 +
| ||SHIELD
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal|| ||Provides a chance to attack all units around the primary target.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''
 +
|5|| ||Era Experiment: Universal||Provides a chance to attack all units around the primary target.
 +
| ||AREA
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal|| ||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''
 +
|5||Yes||Era Experiment: Universal||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.
 +
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF
 +
|-
 +
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''
 +
|5|| ||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.
 +
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN
 
|}
 
|}
  
Line 842: Line 1,389:
 
{{Spoiler hatnote|Infinity content}}
 
{{Spoiler hatnote|Infinity content}}
  
All [[Infinity]] modules are unlocked on the Infinity Grid. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.
+
All [[Infinity]] modules are unlocked on the Infinity Grid. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.
  
 
{| class="wikitable collapsible mw-collapsed"
 
{| class="wikitable collapsible mw-collapsed"
Line 870: Line 1,417:
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description
 
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description
 +
!Element!!Tags
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||1 DE||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||{{number|1e33}}||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.
 +
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||100 NO||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!
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||{{number|100e30}}||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!
 +
| ||REACTIVE ENERGY
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||10 NO||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||{{number|10e30}}||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.
 +
| ||REACTIVE BLOCK BUFF
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||1 NO||Tremendously increases the hitpoints of the tower by raising them to a specific power.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||{{number|1e30}}||Tremendously increases the hitpoints of the tower by raising them to a specific power.
 +
| ||HEALTH
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||100 OC||Provides a 25% chance to deal additional Neutral infinity damage.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||{{number|100e27}}||Provides a 25% chance to deal additional Neutral infinity damage.
 +
| ||INFINITY DAMAGE CHANCE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||10 OC||Provides the tower with the ability to reach much higher attack speed.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||{{number|10e27}}||Provides the tower with the ability to reach much higher attack speed.
 +
| ||INFINITY ATTACKSPEED
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||1 OC||Deals two independent instances of infinity Water and Air damage.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||{{number|1e27}}||Deals two independent instances of infinity Water and Air damage.
 +
|Water Air||INFINITY DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||1 OC||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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||{{number|1e27}}||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.
 +
|Neutral||CHANCE AREA INFINITY DAMAGE
 
|-
 
|-
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||100 SP||Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped.
+
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||{{number|100e24}}||Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped.
 +
| ||INFINITY SHIELD
 
|-
 
|-
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||10 SP||Allows the tower to survive attacks from infinity enemies. In exchange the maximum hitpoints, shield and hitpoint regeneration are reduced to x^0.5.
+
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||{{number|10e24}}||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 HEALTH
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||100 SP||An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||{{number|100e24}}||An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.
 +
| ||INFINITY DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||1 OC||Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||{{number|1e27}}||Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.
 +
| ||CHANCE INFINITY DAMAGE
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||10 OC||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||{{number|10e27}}||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.
 +
| ||RANGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||100 OC||Deals two independent instances of infinity Light and Darkness damage.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||{{number|100e27}}||Deals two independent instances of infinity Light and Darkness damage.
 +
|Light Darkness||INFINITY DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||1 OC||Deals two independent instances of infinity Earth and Nature damage.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||{{number|1e27}}||Deals two independent instances of infinity Earth and Nature damage.
 +
|Earth Nature||INFINITY DAMAGE
 
|-
 
|-
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||1 OC||Provides a small change to receive an exotic gem from destroying a Boss enemy.
+
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||{{number|1e27}}||Provides a small change to receive an exotic gem from destroying a Boss enemy.
 +
| ||CHANCE EXOTICS BOSS
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||10 OC||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.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||{{number|10e27}}||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.
 +
| ||INFINITY DAMAGE
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||1 OC||Deals two independent instances of infinity Fire and Electricity damage.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||{{number|1e27}}||Deals two independent instances of infinity Fire and Electricity damage.
 +
|Fire Electricity||INFINITY DAMAGE
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||10 OC||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||{{number|10e27}}||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.
 +
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK
 
|-
 
|-
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||100 OC||Deals Universal infinity damage.
+
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||{{number|100e27}}||Deals Universal infinity damage.
 +
|Universal||INFINITY DAMAGE
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||1 NO||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||{{number|1e30}}||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.
 +
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||10 NO||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||{{number|10e30}}||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.
 +
| ||REACTIVE ENERGY BLOCK
 
|-
 
|-
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||100 NO||Reflects a part of the incoming damage in form of neutral infinity damage.
+
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||{{number|100e30}}||Reflects a part of the incoming damage in form of neutral infinity damage.
 +
|Neutral||REACTIVE DAMAGE
 
|-
 
|-
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||1 DE||Erases half of all enemies from the map.
+
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||{{number|1e33}}||Erases half of all enemies from the map.
 +
| ||ACTIVE INSTANT AREA INFINITY DAMAGE
 
|}
 
|}
  
 
==Trivia==
 
==Trivia==
  
 +
*Cost of infinity modules was increased with [[Trading Post]] rework.
 
*There is "Nature's Touch" but there isn't any other element. (ex : Flame's Touch)
 
*There is "Nature's Touch" but there isn't any other element. (ex : Flame's Touch)
*the "Nature's Touch" module is the only module with punctuation in its name
+
**The "Nature's Touch" module used to be the only module with punctuation in its name.
 +
*Before the Military Perks Update (v0.9.0 B1), 'Anti-<element> Projectile' modules were 'Boost' modules and 'Anti-<element> Crit' modules were '<element> Crit'.
 +
*In one of the Beta versions, there was a module named "Test.Hp.Name" that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.
 +
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called "Snap of Destiny" which wasn't properly added into the game until 4 months after.
 +
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).
 +
 
 +
==Footnotes==
  
*Cost of infinity modules was increased with [[Trading Post]] rework.
+
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.
*Before the Military Perks Update (v0.9.0 B1), 'Anti-<element> Projectile' modules were 'Boost' modules and 'Anti-<element> Crit' modules were '<element> Crit'
 
*In 1 version of the Beta where was a module named "Test.Hp.Name" that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks
 
*In the Beta before mt7 was in the game XmmmX leaked a screenshot of a module called "Snap of Destiny" which wasn't properly added into the game until 4 months after
 
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^32-1)
 
  
==Footnotes==
 
Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis <sup>[1]</sup>
 
 
<br />{{PerfectNavigation}}
 
<br />{{PerfectNavigation}}

Revision as of 06:36, 4 December 2021

Module.png 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, ultimate, or special.

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, usually powerful bonuses.

Special

Special modules provide unusual bonuses and are quite rare to find.

Upgrading Modules

Modules can be upgraded in a Tower Testing run 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 extend the maximum tier of most 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, with other modules capping at 100.

Unlocking Modules

Modules are unlocked in a variety of different ways. For details on unlocking each module, see List of Modules.

Modules can be unlocked in a variety of ways:

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 better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.

For farming modules base there are 3 methods based on your Military Tier

For Military Tier 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.

For Military Tier 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance

For Military Tier 8+ (spoiler)

Drop Chance Bonuses

There are 3 player drop chance bonuses currently:

Difficulty Factor

Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. 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 306 modules available to unlock.

Normal

Type Name Max. Tier Active Unlock Location Unlock Condition Description Element Tags
Offensive
Basic Attack 250 N/A Unlocked from start Provides the tower some basic Neutral damage. Neutral DAMAGE
Offensive
Attack Speed 5 N/A Unlocked from start Modifies the towers attack speed. ATTACKSPEED
Defensive
Stone Foundation 250 N/A Unlocked from start A very basic foundation for the tower which increases its hitpoints. HEALTH
Defensive
Basic Regeneration 250 N/A Unlocked from start Supplies the tower with the ability to slowly regenerate itself. HEALTH REGENERATION
Offensive
Basic Bouncing 5 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. CHANCE AREA
Offensive
Multishot 5 R01: Forest Wave 30 Provides a chance to shoot more missiles in order to hit additional targets on an attack. CHANCE AREA
Offensive
Nature's Touch 250 R01: Forest Wave 40 Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt. Nature DAMAGE LIFESTEAL
Offensive
Fire Attack 250 R01: Forest Random 5% Provides the tower some basic Fire damage on every attack. Fire DAMAGE
Offensive
Fire Burst 250 R01: Forest Random 2% Provides the Tower a 20% chance to deal additional Fire damage on an attack. Fire CHANCE DAMAGE
Offensive
Nature Attack 250 R01: Forest Random 5% Provides the tower some basic Nature damage on every attack. Nature DAMAGE
Offensive
Nature Burst 250 R01: Forest Random 2% Provides the tower a 20% chance to deal additional Nature damage on an attack. Nature CHANCE DAMAGE
Offensive
Earth Attack 250 R01: Forest Random 5% Provides the tower some basic Earth damage on every attack. Earth DAMAGE
Offensive
Earth Burst 250 R01: Forest Random 2% Provides the Tower a 20% chance to deal additional Earth damage on an attack. Earth CHANCE DAMAGE
Offensive
Nature Crit 5 R01: Forest Random 2% Provides a chance to multiply your projectile's Nature damage. Nature CHANCE DAMAGE
Defensive
Elemental Resistance 5 R01: Forest Wave 20 Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental. Fire Water Earth Air Nature Light Darkness Electricity RESISTANCE
Defensive
Fire Resistance 5 R01: Forest Random 5% Reduces incoming Fire damage by a percent based amount. Fire RESISTANCE
Defensive
Nature Resistance 5 R01: Forest Random 5% Reduces incoming Nature damage by a percent based amount. Nature RESISTANCE
Defensive
Earth Resistance 5 R01: Forest Random 5% Reduces incoming Earth damage by a percent based amount. Earth RESISTANCE
Utility
Wave Resources 250 R01: Forest Wave 50 Produces a fixed amount of Town Resources at the beginning of a new wave. RESOURCES WAVE
Offensive
Light Attack 250 R02: Desert Random 5% Provides the tower some basic Light damage on every attack. Light DAMAGE
Offensive
Light Burst 250 R02: Desert Random 2% Provides the tower a 20% chance to deal additional Light damage on an attack. Light CHANCE DAMAGE
Offensive
Air Attack 250 R02: Desert Random 5% Provides the tower some basic Air damage on every attack. Air DAMAGE
Offensive
Air Burst 250 R02: Desert Random 2% Provides the tower a 20% chance to deal additional Air damage on an attack. Air CHANCE DAMAGE
Offensive
Electricity Attack 250 R02: Desert Random 5% Provides the tower some basic Electricity damage on every attack. Electricity DAMAGE
Offensive
Electricity Burst 250 R02: Desert Random 2% Provides the tower a 20% chance to deal additional Electricity damage on an attack. Electricity CHANCE DAMAGE
Offensive
Light Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Light damage. Light CHANCE DAMAGE
Offensive
Air Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Air damage. Air CHANCE DAMAGE
Offensive
Electricity Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Electricity damage. Electricity CHANCE DAMAGE
Offensive
Fire Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Fire damage. Fire CHANCE DAMAGE
Defensive
Simple Heal 250 Yes R02: Desert Wave 1 Instantly heals the tower by a specific amount of hitpoints. ACTIVE INSTANT HEALTH
Defensive
Granite Foundation 250 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%. HEALTH ATTACKSPEED
Defensive
Light Resistance 5 R02: Desert Random 5% Reduces incoming Light damage by a percent based amount. Light RESISTANCE
Defensive
Air Resistance 5 R02: Desert Random 5% Reduces incoming Air damage by a percent based amount. Air RESISTANCE
Defensive
Electricity Resistance 5 R02: Desert Random 5% Reduces incoming Electricity damage by a percent based amount. Electricity RESISTANCE
Utility
Energy 250 R02: Desert Wave 1 Provides the tower with Energy which can be used to activate active skills. ENERGY
Utility
Energy Regeneration 10 R02: Desert Wave 1 Provides the tower the ability to passively regenerate energy. ENERGY REGENERATION
Offensive
Darkness Attack 250 R03: Winter Random 5% Provides the tower some basic Darkness damage on every attack. Darkness DAMAGE
Offensive
Darkness Burst 250 R03: Winter Random 2% Provides the tower a 20% chance to deal additional Darkness on an attack. Darkness CHANCE DAMAGE
Offensive
Water Attack 250 R03: Winter Random 5% Provides the tower some basic Water damage on every attack. Water DAMAGE
Offensive
Water Burst 250 R03: Winter Random 2% Provides the tower a 20% chance to deal additional Water damage on an attack. Water CHANCE DAMAGE
Offensive
Splash 250 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. Neutral CHANCE AREA DAMAGE
Offensive
Bash 5 R03: Winter Random 0.12% Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack. CHANCE STUN DEBUFF
Offensive
Darkness Crit 5 R03: Winter Random 1% Provides a chance to multiply your projectile's Darkness damage. Darkness CHANCE DAMAGE
Offensive
Water Crit 5 R03: Winter Random 1% Provides a chance to multiply your projectile's Water damage. Water CHANCE DAMAGE
Offensive
Earth Crit 5 R03: Winter Random 1% Provides a chance to multiply your projectile's Earth damage. Earth CHANCE DAMAGE
Defensive
Darkness Resistance 5 R03: Winter Random 5% Reduces incoming Darkness damage by a percent based amount. Darkness RESISTANCE
Defensive
Water Resistance 5 R03: Winter Random 5% Reduces incoming Water damage by a percent based amount. Water RESISTANCE
Defensive
Basic Shield 250 R03: Winter Wave 50 Provides the tower with a shield that absorbs damage. SHIELD
Defensive
Boss shield 5 R03: Winter Random 1.2% Reduces the incoming damage from Boss enemies. REACTIVE BLOCK BOSS
Utility
Moon Energy 5 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%. ENERGY REGENERATION
Offensive
Soul Harvesting 5 R04: Underground Random 0.1% Provides a chance to deal 33% of the primary targets current health as additional Darkness damage. Darkness CHANCE DAMAGE
Defensive
Darkness Armor 250 R04: Underground Random 5% Reduces incoming Darkness damage by a fixed amount. Darkness ARMOR
Defensive
Air Armor 250 R04: Underground Random 5% Reduces incoming Air damage by a fixed amount. Air ARMOR
Defensive
Earth Armor 250 R04: Underground Random 5% Reduces incoming Earth damage by a fixed amount. Earth ARMOR
Defensive
Nature Armor 250 R04: Underground Random 5% Reduces incoming Nature damage by a fixed amount. Nature ARMOR
Defensive
Shelter 5 R04: Underground Random 1% Provides a chance to fully block incoming damage if the tower hitpoints are below 50%. REACTIVE BLOCK
Utility
Transmute 250 R04: Underground Random 0.5% Provides a chance to convert dead enemies into additional town resources by using the power of alchemy. RESOURCES CHANCE
Utility
Offensive Pack 5 R04: Underground Random 2% Provides a chance to upgrade a random offensive module at the beginning of a new wave for free. WAVE CHANCE MODULE
Utility
Defensive Pack 5 R04: Underground Random 2% Provides a chance to upgrade a random defensive module at the beginning of a new wave for free. WAVE CHANCE MODULE
Offensive
Firestorm 250 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. Fire ACTIVE GROUND AREA DAMAGE
Offensive
Burning Attack 250 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. Fire CHANCE AREA DAMAGE
Defensive
Light Armor 250 R05: Volcano Random 5% Reduces incoming Light damage by a fixed amount. Light ARMOR
Defensive
Fire Armor 250 R05: Volcano Random 5% Reduces incoming Fire damage by a fixed amount. Fire ARMOR
Defensive
Water Armor 250 R05: Volcano Random 5% Reduces incoming Water damage by a fixed amount. Water ARMOR
Defensive
Electricity Armor 250 R05: Volcano Random 5% Reduces incoming Electricity damage by a fixed amount. Electricity ARMOR
Defensive
Magma Foundation 250 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. Fire Water HEALTH RESISTANCE
Offensive
Divine Blessing 250 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 CHANCE DAMAGE HEALTH
Offensive
Light Splash 250 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. Light AREA DAMAGE
Offensive
Fire Splash 250 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. Fire AREA DAMAGE
Offensive
Electricity Splash 250 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. Electricity AREA DAMAGE
Offensive
Air Splash 250 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 AREA DAMAGE
Defensive
Air Shell 5 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 RESISTANCE BUFF
Defensive
Air Barrier 5 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. Air REACTIVE DAMAGE
Defensive
Bulletproof 5 R06: High Mountain Random 0.9% Provides resistance against incoming damage from ranged units like archers and wizards. REACTIVE BLOCK ARCHER WIZARD
Defensive
Shield Recharger 5 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. SHIELD REACTIVE REGENERATION
Offensive
Lifeleech 250 Yes R07: Jungle Random 1.5% Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage. ACTIVE INSTANT AREA LIFESTEAL
Offensive
Earth Splash 250 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. Earth AREA DAMAGE
Offensive
Water Splash 250 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. Water AREA DAMAGE
Offensive
Nature Splash 250 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. Nature AREA DAMAGE
Offensive
Darkness Splash 250 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. Darkness AREA DAMAGE
Defensive
Nature Shell 5 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. Nature RESISTANCE BUFF
Defensive
Earth Shell 5 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. Earth RESISTANCE BUFF
Defensive
Water Shell 5 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. Water RESISTANCE BUFF
Defensive
Nature Barrier 5 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. Nature REACTIVE DAMAGE
Defensive
Earth Barrier 5 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. Earth REACTIVE DAMAGE
Defensive
Water Barrier 5 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. Water REACTIVE DAMAGE
Offensive
Sparks 250 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. Electricity DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK
Defensive
Fire Shell 5 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. Fire RESISTANCE BUFF
Defensive
Electricity Shell 5 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. Electricity RESISTANCE BUFF
Defensive
Light Shell 5 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. Light RESISTANCE BUFF
Defensive
Fire Barrier 5 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. Fire REACTIVE DAMAGE
Defensive
Electricity Barrier 5 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. Electricity REACTIVE DAMAGE
Defensive
Light Barrier 5 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. Light REACTIVE DAMAGE
Defensive
Diamond Foundation 250 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. HEALTH RESISTANCE
Offensive
Execution 250 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. Universal DAMAGE
Offensive
Rapidfire 5 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. CHANCE BUFF ATTACKSPEED
Offensive
Advanced Splash 5 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. Neutral CHANCE AREA DAMAGE
Offensive
Super Multishot 5 Yes R09: Beach Random 0.8% Instantly fires a missile at multiple targets around the tower. ACTIVE INSTANT AREA
Defensive
Darkness Barrier 5 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. Darkness REACTIVE DAMAGE
Defensive
Fire Exchange 5 R09: Beach Random 1% Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage. Fire RESISTANCE
Defensive
Water Exchange 5 R09: Beach Random 1% Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage. Water RESISTANCE
Defensive
Earth Exchange 5 R09: Beach Random 1% Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage. Earth RESISTANCE
Defensive
Air Exchange 5 R09: Beach Random 1% Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage. Air RESISTANCE
Defensive
Nature Exchange 5 R09: Beach Random 1% Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage. Nature RESISTANCE
Defensive
Electricity Exchange 5 R09: Beach Random 1% Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage. Electricity RESISTANCE
Defensive
Light Exchange 5 R09: Beach Random 1% Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage. Light RESISTANCE
Defensive
Darkness Exchange 5 R09: Beach Random 1% Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage. Darkness RESISTANCE
Utility
Sun Energy 5 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%. ENERGY REGENERATION
Offensive
Ice Shards 250 R10: Ocean Random 1% Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds. Water DAMAGE SLOW DEBUFF
Offensive
Fire Impetus 5 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. Fire DAMAGE
Offensive
Water Impetus 5 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. Water DAMAGE
Offensive
Earth Impetus 5 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. Earth DAMAGE
Offensive
Air Impetus 5 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. Air DAMAGE
Offensive
Nature Impetus 5 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. Nature DAMAGE
Offensive
Electricity Impetus 5 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. Electricity DAMAGE
Offensive
Light Impetus 5 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. Light DAMAGE
Offensive
Darkness Impetus 5 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 DAMAGE
Defensive
Darkness Shell 5 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. Darkness RESISTANCE BUFF
Defensive
Frost Aura 5 R10: Ocean Random 0.8% Slows the movement speed of enemies in a 20M radius around the tower. AURA SLOW DEBUFF
Offensive
Anti-Neutral Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Neutral enemies. Neutral DAMAGE
Offensive
Anti-Fire Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Fire enemies. Fire DAMAGE
Offensive
Anti-Water Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Water enemies. Water DAMAGE
Offensive
Anti-Earth Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Earth enemies. Earth DAMAGE
Offensive
Anti-Air Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Air enemies. Air DAMAGE
Offensive
Anti-Electricity Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Electricity enemies. Electricity DAMAGE
Offensive
Anti-Nature Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Nature enemies. Nature DAMAGE
Offensive
Anti-Light Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Light enemies. Light DAMAGE
Offensive
Anti-Darkness Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Darkness enemies. Darkness DAMAGE
Offensive
Anti-Universal Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Universal enemies. Universal DAMAGE
Defensive
Neutral Exchange 5 R11: Neutral Random 1% Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage. Neutral RESISTANCE
Defensive
Universal Exchange 5 R11: Neutral Random 1% Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage. Universal RESISTANCE
Defensive
Marble Foundation 250 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.) Netural Universal HEALTH RESISTANCE
Offensive
Anti-Darkness Crit 5 R12: Dark Realm Random 1% Provides a chance to multiply your damage against Darkness enemies by 4. Darkness CHANCE DAMAGE
Offensive
Anti-Fire Crit 5 R12: Dark Realm Random 1% Provides a chance to multiply your damage against Fire enemies by 4. Fire CHANCE DAMAGE
Offensive
Anti-Earth Crit 5 R12: Dark Realm Random 1% Provides a chance to multiply your damage against Earth enemies by 4. Earth CHANCE DAMAGE
Offensive
Anti-Water Crit 5 R12: Dark Realm Random 1% Provides a chance to multiply your damage against Water enemies by 4. Water CHANCE DAMAGE
Offensive
Fire Subsistence 5 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. Fire DAMAGE
Offensive
Water Subsistence 5 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. Water DAMAGE
Offensive
Earth Subsistence 5 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. Earth DAMAGE
Offensive
Air Subsistence 5 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. Air DAMAGE
Offensive
Nature Subsistence 5 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. Nature DAMAGE
Offensive
Light Subsistence 5 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. Light DAMAGE
Offensive
Darkness Subsistence 5 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. Darkness DAMAGE
Offensive
Electricity Subsistence 5 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. Electricity DAMAGE
Offensive
Anti-Light Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Light enemies by 4. Light CHANCE DAMAGE
Offensive
Anti-Nature Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Nature enemies by 4. Nature CHANCE DAMAGE
Offensive
Anti-Air Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Air enemies by 4. Air CHANCE DAMAGE
Offensive
Anti-Electricity Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Electricity enemies by 4. Electricity CHANCE DAMAGE
Defensive
Fire Protection 5 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. Fire ARMOR
Defensive
Water Protection 5 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. Water ARMOR
Defensive
Air Protection 5 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. Air ARMOR
Defensive
Earth Protection 5 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. Earth ARMOR
Defensive
Nature Protection 5 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. Nature ARMOR
Defensive
Electricity Protection 5 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. Electricity ARMOR
Defensive
Light Protection 5 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. Light ARMOR
Defensive
Darkness Protection 5 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. Darkness ARMOR
Defensive
Fire Block 5 R14: Universe Random 1% Provides a chance to fully block incoming Fire damage. Fire BLOCK CHANCE
Defensive
Water Block 5 R14: Universe Random 1% Provides a chance to fully block incoming Water damage. Water BLOCK CHANCE
Defensive
Air Block 5 R14: Universe Random 1% Provides a chance to fully block incoming Air damage. Air BLOCK CHANCE
Defensive
Electricity Block 5 R14: Universe Random 1% Provides a chance to fully block incoming Electricity damage. Electricity BLOCK CHANCE
Defensive
Darkness Block 5 R14: Universe Random 1% Provides a chance to fully block incoming Darkness damage. Darkness BLOCK CHANCE
Defensive
Earth Block 5 R14: Universe Random 1% Provides a chance to fully block incoming Earth damage. Earth BLOCK CHANCE
Defensive
Nature Block 5 R14: Universe Random 1% Provides a chance to fully block incoming Nature damage. Nature BLOCK CHANCE
Defensive
Light Block 5 R14: Universe Random 1% Provides a chance to fully block incoming Light damage. Light BLOCK CHANCE
Offensive
Neutral Focus 5 Yes R15: Chaos Random 1% Increases Neutral damage dealt by the tower for 45 seconds. Neutral ACTIVE INSTANT DAMAGE BUFF
Offensive
Fire Focus 5 Yes R15: Chaos Random 1% Increases Fire damage dealt by the tower for 45 seconds. Fire ACTIVE INSTANT DAMAGE BUFF
Offensive
Water Focus 5 Yes R15: Chaos Random 1% Increases Water damage dealt by the tower for 45 seconds. Water ACTIVE INSTANT DAMAGE BUFF
Offensive
Nature Focus 5 Yes R15: Chaos Random 1% Increases Nature damage dealt by the tower for 45 seconds. Nature ACTIVE INSTANT DAMAGE BUFF
Offensive
Air Focus 5 Yes R15: Chaos Random 1% Increases Air damage dealt by the tower for 45 seconds. Air ACTIVE INSTANT DAMAGE BUFF
Offensive
Earth Focus 5 Yes R15: Chaos Random 1% Increases Earth damage dealt by the tower for 45 seconds. Earth ACTIVE INSTANT DAMAGE BUFF
Offensive
Light Focus 5 Yes R15: Chaos Random 1% Increases Light damage dealt by the tower for 45 seconds. Light ACTIVE INSTANT DAMAGE BUFF
Offensive
Darkness Focus 5 Yes R15: Chaos Random 1% Increases Darkness damage dealt by the tower for 45 seconds. Darkness ACTIVE INSTANT DAMAGE BUFF
Offensive
Electricity Focus 5 Yes R15: Chaos Random 1% Increases Electricity damage dealt by the tower for 45 seconds. Electricity ACTIVE INSTANT DAMAGE BUFF
Offensive
Universal Focus 5 Yes R15: Chaos Random 1% Increases Universal damage dealt by the tower for 45 seconds. Universal ACTIVE INSTANT DAMAGE BUFF
Ultimate
Super Tower 5 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%. ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED
Offensive
Fire Taste 5 Experiment: Fire 100°C 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 DAMAGE
Offensive
Fire Breath 250 Experiment: Fire 3,000°C 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. Fire CHANCE AREA DAMAGE
Offensive
Combustion 5 Experiment: Fire 75,000°C Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies. Fire CHANCE DAMAGE
Defensive
Shield of Fire 5 Experiment: Fire 950,000°C 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. Fire REACTIVE DAMAGE
Offensive
Incineration 5 Experiment: Fire 5,000,000°C

(5M°C or 5e6°C)

Increases Fire damage based on the current hitpoint percentage of the primary target. Fire DAMAGE
Offensive
Water Taste 5 Experiment: Water 50L (15°C) Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. Water DAMAGE
Defensive
Frost Nova 5 Yes Experiment: Water 75L (0°C) Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds. ACTIVE INSTANT AREA STUN DEBUFF
Defensive
Shield of Frost 5 Experiment: Water 200L (-10°C) Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again. REACTIVE SLOW DEBUFF
Offensive
Shatter 5 Experiment: Water 500L (-20°C) Increases water damage dealt against stunned or frozen enemies. Water DAMAGE STUN
Offensive
Extinguish 5 Experiment: Water 1000L (-22°C) Provides a chance to instantly destroy a fire enemy on an attack. Fire Universal CHANCE DAMAGE
Offensive
Glacier Spikes 50 Yes Experiment: Water 2500L (-40°C) 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. Water ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF
Special
Absolute Zero 1 Experiment: Water 100L (-273°C) Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. TIME
Offensive
Nature Taste 5 Experiment: Nature 3 Plants Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. Nature DAMAGE
Defensive
Adaptive Regeneration 10 Experiment: Nature 6 Plants Automatically repairs the tower by an amount based on its maximum hitpoints. HEALTH REGENERATION
Defensive
Shield of Nature 5 Experiment: Nature 9 Plants Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration. REACTIVE HEALTH REGENERATION
Offensive
Violent Seeds 5 Yes Experiment: Nature 12 Plants Continuously increases the towers Nature damage until the end of the duration. Nature ACTIVE INSTANT BUFF
Ultimate
Rejuvenate 5 Experiment: Nature 16 Plants 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. HEALTH REGENERATION
Offensive
Gaia's path 250 Experiment: Nature 22 Plants 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 AREA DAMAGE
Offensive
Nature's wrath 100 Experiment: Nature 26 Plants Amplifies Nature projectile damage dealt against Neutral enemies. Neutral DAMAGE
Offensive
Daybloom 5 Experiment: Nature 30 Plants Applies a part of module and damage factor related Light damage bonus to Nature damage as well. Nature Light DAMAGE
Offensive
Gigantic vines 5 Yes Experiment: Nature 35 Plants 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. Nature ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF
Offensive
Earth Taste 5 Experiment: Earth 1,750 kg/m³ Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. Earth DAMAGE
Defensive
Steel Foundation 250 Experiment: Earth 6,000 kg/m³ A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage. Earth Fire Air Neutral HEALTH RESISTANCE
Defensive
Gravel 5 Experiment: Earth 30,000 kg/m³ 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. REACTIVE STUN BLOCK
Defensive
Titanium Hull 100 Yes Experiment: Earth 125,000 kg/m³ Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds. ACTIVE INSTANT ARMOR RESISTANCE BUFF
Ultimate
Avalanche 5 Experiment: Earth 2.5M kg/m³

(2.5e6 kg/m³)

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. Earth DAMAGE
Offensive
Earthquake 5 Yes Experiment: Earth 55M kg/m³

(55e6 kg/m³)

Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth. Earth ACTIVE INSTANT AREA DAMAGE STUN DEBUFF
Offensive
Electricity Taste 5 Experiment: Electricity 5A Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. Electricity DAMAGE
Offensive
Lightning 250 Yes Experiment: Electricity 12A 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. Electricity ACTIVE INSTANT AREA DAMAGE STUN DEBUFF
Defensive
Overcharge 5 Experiment: Electricity 30A Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy. Electricity REACTIVE ATTACKSPEED
Defensive
Transformator 5 Experiment: Electricity 150A Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy. Electricity SHIELD
Defensive
Shock ward 5 Yes Experiment: Electricity 1000A Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing. ACTIVE GROUND STUN DEBUFF
Offensive
Darkness Taste 5 Experiment: Darkness 5 Particles Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. Darkness DAMAGE
Defensive
Heartstopper Aura 5 Experiment: Darkness 15 Particles Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness. Darkness AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK
Defensive
Shield of Darkness 250 Experiment: Darkness 30 Particles 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. Darkness REACTIVE BLOCK
Defensive
Unholy Aura 30 Experiment: Darkness 50 Particles Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type. Darkness Fire Earth Nature AURA DEBUFF
Offensive
Unholy Missile 5 Experiment: Darkness 75 Particles Increases the damage based on the current missing hitpoint percentage of the primary target. Darkness DAMAGE
Offensive
Light Taste 5 Experiment: Light 5,000 LM Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. Light DAMAGE
Defensive
Dispel 5 Yes Experiment: Light 12,500 LM Removes a negative buff from the tower. ACTIVE INSTANT
Defensive
Dryness Aura 30 Experiment: Light 750,000 LM Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type. Light Water Air Electricity AURA DEBUFF
Utility
Recharge 5 Yes Experiment: Light 6.25M LM

(6.25e6 LM)

Instantly refills the towers energy to 100%. ACTIVE INSTANT ENERGY
Offensive
Air Taste 5 Experiment: Air 202,650 Pa Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. Air DAMAGE
Defensive
Shield of Air 5 Experiment: Air 1.01M Pa

(1.01e6 Pa)

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. REACTIVE BLOCK
Offensive
Air Slice 5 Experiment: Air 5.07M Pa

(5.07M Pa)

Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed. CHANCE AREA DAMAGE SLOW DEBUFF
Defensive
Simple Evasion 5 Experiment: Neutral 50 Provides the tower a small chance to fully neglect incoming damage. REACTIVE BLOCK
Offensive
Lifesteal 5 Experiment: Neutral 2,5 Converts a part of the attack damage dealt back to health for the tower. HEALTH LIFESTEAL
Offensive
Impetus 5 Experiment: Neutral 10,000 Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. DAMAGE
Defensive
Reflect 5 Experiment: Neutral 20,000 Damages attackers by a part of their own attackdamage. Neutral REACTIVE DAMAGE
Defensive
Defiance 5 Experiment: Neutral 125,000 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. REACTIVE BLOCK STUN DEBUFF
Offensive
Critical Strike 5 Experiment: Neutral 6.5M (6.5e6) Provides a chance to deal more damage on an attack. CHANCE DAMAGE
Offensive
Universal Attack 250 Experiment: Universal >= 1.5G Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements. Universal DAMAGE
Offensive
Emergency Critical 250 Experiment: Universal >= 1.8G 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. CHANCE DAMAGE
Ultimate
Universal Shield 5 Experiment: Universal <= -0.5 Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked. REACTIVE BLOCK
Defensive
Temporal Barrier 5 Yes Experiment: Universal <= -1.75 Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance. ACTIVE INSTANT REACTIVE BLOCK BUFF
Ultimate
Lucky Shot 100 Experiment: Gems 1 Stack (9 grids) Provides a small chance to multiply your damage by an amount on an attack. DAMAGE
Defensive
Phasing 5 Experiment: Gems 5 Stacks (45 grids) 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. REACTIVE BLOCK
Ultimate
Division Shield 40 Experiment: Exotic 1 Fabric of reality Divides incoming damage by a fixed amount. Affects all damage types. REACTIVE BLOCK
Offensive
Death Wish 250 Arcade: Shop 100 tokens

1000 Pink resource.png

Increases outgoing damage by a certain % and incoming damage by half of that amount. DAMAGE WEAKEN
Offensive
Desperado 250 Yes Arcade: Shop 100 tokens

1000 Pink resource.png

Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times. Neutral ACTIVE INSTANT AREA DAMAGE
Defensive
Strike Back 5 Arcade: Shop 100 tokens

1000 Pink resource.png

Chance to gain an attackspeed buff when health below 60%. REACTIVE ATTACKSPEED BUFF
Utility
Energy Recycling 5 Arcade: Shop 100 tokens

1000 Pink resource.png

Reduces the energy cost of all modules that require energy. ENERGY COST
Offensive
Redirect 5 Yes Arcade: Reward 100 tokens

1000 Pink resource.png

Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time. Electricity ACTIVE INSTANT BUFF
Defensive
Daigoparry 5 Arcade: Secret
Parry the next 15 hits that would kill you REACTIVE BLOCK
Utility
Awareness 5 Yes Mine: Second Floor Random 1% [1] Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.) ACTIVE INSTANT XP BUFF
Ultimate
Radar 5 Yes Mine: Second Floor Random 0.5% [1] Doubles the tower's attack range for a certain amount of time. ACTIVE INSTANT RANGE BUFF
Defensive
Checkerboard Aura 30 Mine: Second Floor Random 0.5% [1] Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type. Neutral Universal AURA DEBUFF
Defensive
Magical Orbs 5 Yes Mine: Second Floor Random 0.5% [1] Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds. ACTIVE INSTANT STUN DEBUFF
Offensive
Phoenix Bounce 250 Challenge: 1-1 Challenge Completion 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. Fire AREA DAMAGE
Defensive
Stab Prevention 5 Challenge: 1-3 Challenge Completion Provides a chance to block incoming damage from assassins regardless of their elemental type. REACTIVE BLOCK ASSASSIN
Offensive
Planned Strike 5 Challenge: 1-4 Challenge Completion Every 10 attack deals more damage. Switching targets does not reset the counter. DAMAGE
Special
Universal 1 Challenge: 1-5 Challenge Completion Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. Universal ELEMENT ARMOR
Defensive
Forest Gift 5 Challenge: 1-6 Challenge Completion Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value. Neutral Fire Earth Nature RESISTANCE
Utility
Energy Flow 5 Challenge: 2-2 Challenge Completion Reduces the cooldown of active modules. REGENERATION
Offensive
Headhunting 250 Challenge: 2-3 Challenge Completion Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses. DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK
Defensive
Advanced Heal 5 Yes Challenge: 2-4 Challenge Completion Instantly refills a percentage of the tower's maximum hitpoints. ACTIVE INSTANT HEALTH
Defensive
Sandstorm 20 Yes Challenge: 2-5 Challenge Completion 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. ACTIVE INSTANT SLOW DEBUFF
Defensive
Desert Gift 5 Challenge: 2-6 Challenge Completion Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value. Neutral Light Fire Earth RESISTANCE
Defensive
Metal Plating 5 Artifact: Metal Plating A certain amount of electricity damage is prevented and instead dealt to a nearby enemy. Electricity REACTIVE DAMAGE BLOCK
Offensive
Fire Bomb 250 Yes Artifact: Incendiary Device Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius. Fire ACTIVE GROUND AREA DAMAGE

Era

Difficulty icon.png Warning: This section contains spoilers about Era content.

ERA Experiment refers to "Workshop Stairs >> ERA >> Experiment (third tab)"

Type Name Max. Tier Active Unlock Location Description Element Tags
Ultimate
Bulwark 5 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 Fire Water Nature Earth Air Darkness Universal Electricity DAMAGE ARMOR
Ultimate
Neutral Amplifier 5 Era Experiment: Neutral Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies. Neutral
Defensive
Shield Amplifier 5 Era Experiment: Neutral Multiplies the maximum shieldpoints of the tower by a constant factor. SHIELD
Utility
XP Bonus 25 Era Experiment: Neutral Increases the amount of experience gained for destroying enemies. XP
Utility
Pressurize 250 Era Experiment: Neutral Provides a chance to turn destroyed enemies into some gems. GEMS CHANCE
Defensive
Fiery Aura 250 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 bonuses and is applied independently from the %-based amount. Fire AURA DAMAGE
Offensive
Solar Strike 5 Era Experiment: Fire Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element. Nature CHANCE DAMAGE
Offensive
Ice breath 250 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. Water CHANCE AREA STUN DEBUFF
Offensive
Frost Splash 5 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. CHANCE AREA SLOW
Defensive
Tideshift 5 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. ACTIVE INSTANT SLOW DEBUFF
Ultimate
Stoneskin 5 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. REACTIVE STUN
Defensive
Advanced Shield 250 Era Experiment: Earth Provides the tower with an advanced shield, but disables health regeneration. SHIELD REGENERATION
Offensive
Shockwave 250 Yes Era Experiment: Earth Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way. Earth ACTIVE INSTANT DAMAGE STUN DEBUFF
Ultimate
Growth 5 Era Experiment: Nature Increases the maximum hitpoints over time. HEALTH
Ultimate
Photosynthesis 5 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. Nature Light
Ultimate
Stream of Life 5 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. Nature ACTIVE INSTANT DAMAGE BUFF
Ultimate
Conductor 5 Era Experiment: Electricity Converts a part of the incoming damage to shield points. REACTIVE SHIELD
Offensive
Relay 5 Era Experiment: Electricity Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy. Electricity CHANCE AREA
Ultimate
Hurricane 5 Yes Era Experiment: Air Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%. Air ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF
Offensive
Dark Sacrifice 5 Yes Era Experiment: Darkness Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time Darkness ACTIVE INSTANT BUFF
Ultimate
Immortality Shield 5 Yes Era Experiment: Light Completely nullifies any incoming damage for a certain amount of time. ACTIVE INSTANT BLOCK BUFF
Utility
Refresh 5 Yes Era Experiment: Light Resets the cooldown of all other modules when used. ACTIVE INSTANT COOLDOWN
Defensive
Magical Protection 5 Era Experiment: Light Removes a negative buff once in a while. AURA
Ultimate
Gravitational Impact 5 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. Universal DAMAGE
Ultimate
Unfolding 5 Era Experiment: Universal Increases the maximum shieldpoints over time. SHIELD
Ultimate
Focused Multishot 5 Era Experiment: Universal Provides a chance to attack all units around the primary target. AREA
Ultimate
Super Tower 2 5 Yes Era Experiment: Universal Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4. ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF
Ultimate
Dice of fate 5 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. BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN

Infinity

Difficulty icon.png Warning: This section contains spoilers about Infinity content.

All Infinity modules are unlocked on the Infinity Grid. All infinity modules have only 1 Tier. The infinity grid starts in the center 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 Element Tags
Ultimate
Super Tower 3 Yes 1 1 De (1e33) Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100. ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF
Defensive
Power Conversion 2 100 No (1e32) 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! REACTIVE ENERGY
Defensive
Quantum Fading 3 10 No (1e31) Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality. REACTIVE BLOCK BUFF
Ultimate
Eternal Wall 4 1 No (1e30) Tremendously increases the hitpoints of the tower by raising them to a specific power. HEALTH
Offensive
Infinity Burst 7 100 Oc (1e29) Provides a 25% chance to deal additional Neutral infinity damage. INFINITY DAMAGE CHANCE
Offensive
Quantum Speed 10 10 Oc (1e28) Provides the tower with the ability to reach much higher attack speed. INFINITY ATTACKSPEED
Offensive
Storm Synergy 11 1 Oc (1e27) Deals two independent instances of infinity Water and Air damage. Water Air INFINITY DAMAGE
Offensive
Infinity Splash 8 1 Oc (1e27) 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. Neutral CHANCE AREA INFINITY DAMAGE
Special
Infinity Shield 12 100 Sp (1e26) Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped. INFINITY SHIELD
Special
Infinity Foundation 13 10 Sp (1e25) 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 HEALTH
Offensive
Infinity Attack 14 100 Sp (1e26) An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral. INFINITY DAMAGE
Offensive
Infinity Critical 9 1 Oc (1e27) Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies. CHANCE INFINITY DAMAGE
Ultimate
Infinity Range 6 10 Oc (1e28) Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively. RANGE
Offensive
Void Synergy 5 100 Oc (1e29) Deals two independent instances of infinity Light and Darkness damage. Light Darkness INFINITY DAMAGE
Offensive
Gaia Synergy 15 1 Oc (1e27) Deals two independent instances of infinity Earth and Nature damage. Earth Nature INFINITY DAMAGE
Utility
Condense 16 1 Oc (1e27) Provides a small change to receive an exotic gem from destroying a Boss enemy. CHANCE EXOTICS BOSS
Offensive
Infinity Impetus 19 10 Oc (1e28) Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference. INFINITY DAMAGE
Offensive
Sun Synergy 18 1 Oc (1e27) Deals two independent instances of infinity Fire and Electricity damage. Fire Electricity INFINITY DAMAGE
Defensive
Death Aura 17 10 Oc (1e28) Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second. Darkness AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK
Offensive
Universal Infinity 20 100 Oc (1e29) Deals Universal infinity damage. Universal INFINITY DAMAGE
Ultimate
Serious Missile 21 1 No (1e30) An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK
Defensive
Quantum Defense 22 10 No (1e31) Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage. REACTIVE ENERGY BLOCK
Defensive
Infinity Reflect 23 100 No (1e32) Reflects a part of the incoming damage in form of neutral infinity damage. Neutral REACTIVE DAMAGE
Ultimate
Snap of Destiny Yes 24 1 De (1e33) Erases half of all enemies from the map. ACTIVE INSTANT AREA INFINITY DAMAGE

Trivia

  • Cost of infinity modules was increased with Trading Post rework.
  • There is "Nature's Touch" but there isn't any other element. (ex : Flame's Touch)
    • The "Nature's Touch" module used to be the only module with punctuation in its name.
  • Before the Military Perks Update (v0.9.0 B1), 'Anti-<element> Projectile' modules were 'Boost' modules and 'Anti-<element> Crit' modules were '<element> Crit'.
  • In one of the Beta versions, there was a module named "Test.Hp.Name" that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.
  • In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called "Snap of Destiny" which wasn't properly added into the game until 4 months after.
  • The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).

Footnotes

  1. Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.