Difference between revisions of "User:Dbugz/sandbox1"
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Revision as of 14:53, 8 November 2023
Contents
Tips and Tricks
WIP
====Transmute==== #Transmute ====Gnarly Obsidian==== #Gnarly_Obsidian ====Kit's Toolkit==== #Kit.27s_Toolkit ====L.O.S.O Drone System==== #L.O.S.O_Drone_System ====W.I.N.C.E==== #W.I.N.C.E
References
<references> <ref name="yellowprint-early">Template:Cite web</ref> <ref name="yellowprint-mid">Template:Cite web</ref> <ref name="yellowprint-late">Template:Cite web</ref> </references>
Tips and Tricks
- Starter Power Plant Setup [1]
(WIP) - Mid-game Power Plant Setup [2]
(WIP) - Late-game Power Plant Setup [3]
(WIP)
References
- Discord: Early Power Plant Setup
- Discord: Power plant guide v4
- Discord: MT15 Power Plant (Post Electric Stone)
MODULE COLORS Offensive = #ec0800 Defensive = #009eff Utility = #fcff00 Ultimate = #9f00ff Special = #a3a3a3 Legendary = #ff8300
Section Anchor Test 1
Lorem #Ipsum
Regional
Type | Name | Max. Tier | Active | Unlock Location | Unlock Condition | Description | Tags |
---|---|---|---|---|---|---|---|
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 | ||
Multishot | 5 | R01: Forest | Wave 30 | Provides a chance to shoot more missiles in order to hit additional targets on an attack. | CHANCE AREA | ||
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 | ||
Fire Attack | 250 | R01: Forest | Random 5% | Provides the tower some basic Fire damage on every attack. | FIRE DAMAGE | ||
Fire Burst | 250 | R01: Forest | Random 2% | Provides the Tower a 20% chance to deal additional Fire damage on an attack. | FIRE CHANCE DAMAGE | ||
Nature Attack | 250 | R01: Forest | Random 5% | Provides the tower some basic Nature damage on every attack. | NATURE DAMAGE | ||
Nature Burst | 250 | R01: Forest | Random 2% | Provides the tower a 20% chance to deal additional Nature damage on an attack. | NATURE CHANCE DAMAGE | ||
Earth Attack | 250 | R01: Forest | Random 5% | Provides the tower some basic Earth damage on every attack. | EARTH DAMAGE | ||
Earth Burst | 250 | R01: Forest | Random 2% | Provides the Tower a 20% chance to deal additional Earth damage on an attack. | EARTH CHANCE DAMAGE | ||
Nature Crit | 5 | R01: Forest | Random 2% | Provides a chance to multiply your projectile's Nature damage. | NATURE CHANCE DAMAGE | ||
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 | ||
Fire Resistance | 5 | R01: Forest | Random 5% | Reduces incoming Fire damage by a percent based amount. | FIRE RESISTANCE | ||
Nature Resistance | 5 | R01: Forest | Random 5% | Reduces incoming Nature damage by a percent based amount. | NATURE RESISTANCE | ||
Earth Resistance | 5 | R01: Forest | Random 5% | Reduces incoming Earth damage by a percent based amount. | EARTH RESISTANCE | ||
Wave Resources | 250 | R01: Forest | Wave 50 | Produces a fixed amount of Town Resources at the beginning of a new wave. | RESOURCES WAVE | ||
Light Attack | 250 | R02: Desert | Random 5% | Provides the tower some basic Light damage on every attack. | LIGHT DAMAGE | ||
Light Burst | 250 | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Light damage on an attack. | LIGHT CHANCE DAMAGE | ||
Air Attack | 250 | R02: Desert | Random 5% | Provides the tower some basic Air damage on every attack. | AIR DAMAGE | ||
Air Burst | 250 | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Air damage on an attack. | AIR CHANCE DAMAGE | ||
Electricity Attack | 250 | R02: Desert | Random 5% | Provides the tower some basic Electricity damage on every attack. | ELECTRICITY DAMAGE | ||
Electricity Burst | 250 | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Electricity damage on an attack. | ELECTRICITY CHANCE DAMAGE | ||
Light Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Light damage. | LIGHT CHANCE DAMAGE | ||
Air Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Air damage. | AIR CHANCE DAMAGE | ||
Electricity Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Electricity damage. | ELECTRICITY CHANCE DAMAGE | ||
Fire Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Fire damage. | FIRE CHANCE DAMAGE | ||
Simple Heal | 250 | Yes | R02: Desert | Wave 1 | Instantly heals the tower by a specific amount of hitpoints. | ACTIVE INSTANT HEALTH | |
Granite Foundation | 250 | R02: Desert | Wave 10 | A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by (80-10*min(tier,5))%. | HEALTH ATTACKSPEED | ||
Light Resistance | 5 | R02: Desert | Random 5% | Reduces incoming Light damage by a percent based amount. | LIGHT RESISTANCE | ||
Air Resistance | 5 | R02: Desert | Random 5% | Reduces incoming Air damage by a percent based amount. | AIR RESISTANCE | ||
Electricity Resistance | 5 | R02: Desert | Random 5% | Reduces incoming Electricity damage by a percent based amount. | ELECTRICITY RESISTANCE | ||
Energy | 250 | R02: Desert | Wave 1 | Provides the tower with Energy which can be used to activate active skills. | ENERGY | ||
Energy Regeneration | 10 | R02: Desert | Wave 1 | Provides the tower the ability to passively regenerate energy. | ENERGY REGENERATION | ||
Darkness Attack | 250 | R03: Winter | Random 5% | Provides the tower some basic Darkness damage on every attack. | DARKNESS DAMAGE | ||
Darkness Burst | 250 | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional Darkness on an attack. | DARKNESS CHANCE DAMAGE | ||
Water Attack | 250 | R03: Winter | Random 5% | Provides the tower some basic Water damage on every attack. | WATER DAMAGE | ||
Water Burst | 250 | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional Water damage on an attack. | WATER CHANCE DAMAGE | ||
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 | ||
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 | ||
Darkness Crit | 5 | R03: Winter | Random 1% | Provides a chance to multiply your projectile's Darkness damage. | DARKNESS CHANCE DAMAGE | ||
Water Crit | 5 | R03: Winter | Random 1% | Provides a chance to multiply your projectile's Water damage. | WATER CHANCE DAMAGE | ||
Earth Crit | 5 | R03: Winter | Random 1% | Provides a chance to multiply your projectile's Earth damage. | EARTH CHANCE DAMAGE | ||
Darkness Resistance | 5 | R03: Winter | Random 5% | Reduces incoming Darkness damage by a percent based amount. | DARKNESS RESISTANCE | ||
Water Resistance | 5 | R03: Winter | Random 5% | Reduces incoming Water damage by a percent based amount. | WATER RESISTANCE | ||
Basic Shield | 250 | R03: Winter | Wave 50 | Provides the tower with a shield that absorbs damage. | SHIELD | ||
Boss Shield | 5 | R03: Winter | Random 1.2% | Reduces the incoming damage from Boss enemies. | REACTIVE BLOCK BOSS | ||
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 | ||
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 | ||
Darkness Armor | 250 | R04: Underground | Random 5% | Reduces incoming Darkness damage by a fixed amount. | DARKNESS ARMOR | ||
Air Armor | 250 | R04: Underground | Random 5% | Reduces incoming Air damage by a fixed amount. | AIR ARMOR | ||
Earth Armor | 250 | R04: Underground | Random 5% | Reduces incoming Earth damage by a fixed amount. | EARTH ARMOR | ||
Nature Armor | 250 | R04: Underground | Random 5% | Reduces incoming Nature damage by a fixed amount. | NATURE ARMOR | ||
Shelter | 250 | R04: Underground | Random 1% | Provides a chance to fully block incoming damage if the tower hitpoints are below 50%. | REACTIVE BLOCK | ||
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 | ||
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 | ||
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 | ||
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 | |
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 | ||
Light Armor | 250 | R05: Volcano | Random 5% | Reduces incoming Light damage by a fixed amount. | LIGHT ARMOR | ||
Fire Armor | 250 | R05: Volcano | Random 5% | Reduces incoming Fire damage by a fixed amount. | FIRE ARMOR | ||
Water Armor | 250 | R05: Volcano | Random 5% | Reduces incoming Water damage by a fixed amount. | WATER ARMOR | ||
Electricity Armor | 250 | R05: Volcano | Random 5% | Reduces incoming Electricity damage by a fixed amount. | ELECTRICITY ARMOR | ||
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 | ||
Gnarly Obsidian | 250 | R05: Volcano | Hint: [6] |
Passively multiplies Fire armor. Provides a chance to change the element of an attacker to fire and stun them in the process for 5 seconds. | FIRE COMMUNITY ARMOR STUN BLOCK | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
Bulletproof | 5 | R06: High Mountain | Random 0.9% | Provides resistance against incoming damage from ranged units like archers and wizards. | REACTIVE BLOCK ARCHER WIZARD | ||
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 | ||
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 | |
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
Steini's Chained Ball | 250 | R08: Metallic Ruins | Random 0.05% | Reduces the tower's attackspeed in exchange for increasing its attack damage. | COMMUNITY DAMAGE ATTACKSPEED | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
Super Multishot | 5 | Yes | R09: Beach | Random 0.8% | Instantly fires a missile at multiple targets around the tower. | ACTIVE INSTANT AREA | |
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
Super Bounce | 250 | Yes | R09: Beach | Hint: [3] |
Spawns a missile that jumps lots of times. BudeEBoy exploited the Developers to create this module. | ACTIVE INSTANT AREA COMMUNITY | |
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
Frost Aura | 5 | R10: Ocean | Random 0.8% | Slows the movement speed of enemies in a 20M radius around the tower. | AURA SLOW DEBUFF | ||
Anti-Neutral Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Neutral enemies. | NEUTRAL DAMAGE | ||
Anti-Fire Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Fire enemies. | FIRE DAMAGE | ||
Anti-Water Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Water enemies. | WATER DAMAGE | ||
Anti-Earth Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Earth enemies. | EARTH DAMAGE | ||
Anti-Air Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Air enemies. | AIR DAMAGE | ||
Anti-Electricity Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Electricity enemies. | ELECTRICITY DAMAGE | ||
Anti-Nature Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Nature enemies. | NATURE DAMAGE | ||
Anti-Light Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Light enemies. | LIGHT DAMAGE | ||
Anti-Darkness Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Darkness enemies. | DARKNESS DAMAGE | ||
Anti-Universal Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Universal enemies. | UNIVERSAL DAMAGE | ||
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 | ||
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 | ||
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 | ||
Anti-Darkness Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Darkness enemies by 4. | DARKNESS CHANCE DAMAGE | ||
Anti-Fire Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Fire enemies by 4. | FIRE CHANCE DAMAGE | ||
Anti-Earth Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Earth enemies by 4. | EARTH CHANCE DAMAGE | ||
Anti-Water Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Water enemies by 4. | WATER CHANCE DAMAGE | ||
Fire Subsistence | 250 | 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 | ||
Water Subsistence | 250 | 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 | ||
Earth Subsistence | 250 | 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 | ||
Air Subsistence | 250 | 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 | ||
Nature Subsistence | 250 | 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 | ||
Light Subsistence | 250 | 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 | ||
Darkness Subsistence | 250 | 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 | ||
Electricity Subsistence | 250 | 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 | ||
Anti-Light Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Light enemies by 4. | LIGHT CHANCE DAMAGE | ||
Anti-Nature Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Nature enemies by 4. | NATURE CHANCE DAMAGE | ||
Anti-Air Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Air enemies by 4. | AIR CHANCE DAMAGE | ||
Anti-Electricity Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Electricity enemies by 4. | ELECTRICITY CHANCE DAMAGE | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
Fire Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Fire damage. | FIRE BLOCK CHANCE | ||
Water Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Water damage. | WATER BLOCK CHANCE | ||
Air Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Air damage. | AIR BLOCK CHANCE | ||
Electricity Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Electricity damage. | ELECTRICITY BLOCK CHANCE | ||
Darkness Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Darkness damage. | DARKNESS BLOCK CHANCE | ||
Earth Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Earth damage. | EARTH BLOCK CHANCE | ||
Nature Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Nature damage. | NATURE BLOCK CHANCE | ||
Light Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Light damage. | LIGHT BLOCK CHANCE | ||
L.O.S.O Drone System | 100 | Yes | Hint: [4] |
Spawns ⌊([tier]-1/4)⌋+1 drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. Low Orbit Self Operated Drone System by Loso3svk.
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ACTIVE INSTANT DAMAGE COMMUNITY | ||
Neutral Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Neutral damage dealt by the tower for 45 seconds. | NEUTRAL ACTIVE INSTANT DAMAGE BUFF | |
Fire Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Fire damage dealt by the tower for 45 seconds. | FIRE ACTIVE INSTANT DAMAGE BUFF | |
Water Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Water damage dealt by the tower for 45 seconds. | WATER ACTIVE INSTANT DAMAGE BUFF | |
Nature Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Nature damage dealt by the tower for 45 seconds. | NATURE ACTIVE INSTANT DAMAGE BUFF | |
Air Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Air damage dealt by the tower for 45 seconds. | AIR ACTIVE INSTANT DAMAGE BUFF | |
Earth Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Earth damage dealt by the tower for 45 seconds. | EARTH ACTIVE INSTANT DAMAGE BUFF | |
Light Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Light damage dealt by the tower for 45 seconds. | LIGHT ACTIVE INSTANT DAMAGE BUFF | |
Darkness Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Darkness damage dealt by the tower for 45 seconds. | DARKNESS ACTIVE INSTANT DAMAGE BUFF | |
Electricity Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Electricity damage dealt by the tower for 45 seconds. | ELECTRICITY ACTIVE INSTANT DAMAGE BUFF | |
Universal Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Universal damage dealt by the tower for 45 seconds. | UNIVERSAL ACTIVE INSTANT DAMAGE BUFF | |
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 | |
W.I.N.C.E | 5 | R15: Chaos | Beat Chaos Impossible without using any offensive modules. | Significantly slows attackspeed but provides small chance to insta-kill attackers. The WootImNoob Incredible Novel Complete and Efficient module. | REACTIVE NEUTRAL DAMAGE COMMUNITY |
Section Anchor Test 2
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