Difference between revisions of "User:Dbugz/sandbox1"

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(Personal sandbox for testing.)
 
 
(8 intermediate revisions by the same user not shown)
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__NOTOC__
+
<!-- __NOTOC__ -->
 
__NOEDITSECTION__
 
__NOEDITSECTION__
 
__NOINDEX__
 
__NOINDEX__
 
==Tips and Tricks==
 
==Tips and Tricks==
 
WIP
 
WIP
 +
<pre>
 +
====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
 +
</pre>
  
 
==References==
 
==References==
Line 25: Line 37:
 
</small>
 
</small>
  
 
+
----
 
<span style="display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: grey; color: white;">[[File:Difficulty icon.png|20px|Normal Mode]]</span>
 
<span style="display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: grey; color: white;">[[File:Difficulty icon.png|20px|Normal Mode]]</span>
 
<span style="display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: grey; color: white;">[[File:Difficulty icon.png|20px|Normal Mode]] '''NORMAL MODE'''</span>
 
<span style="display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: grey; color: white;">[[File:Difficulty icon.png|20px|Normal Mode]] '''NORMAL MODE'''</span>
Line 35: Line 47:
 
<div style="display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: red; color: white;">[[File:Difficulty icon.png|20px|Hard Mode]]</div>
 
<div style="display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: red; color: white;">[[File:Difficulty icon.png|20px|Hard Mode]]</div>
 
<div style="display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: red; color: white;">[[File:Difficulty icon.png|20px|Hard Mode]] '''HARD MODE'''</div>
 
<div style="display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: red; color: white;">[[File:Difficulty icon.png|20px|Hard Mode]] '''HARD MODE'''</div>
 
+
----
<nowiki>
+
<pre>
 
MODULE COLORS
 
MODULE COLORS
 
Offensive = #ec0800
 
Offensive = #ec0800
Line 44: Line 56:
 
Special = #a3a3a3
 
Special = #a3a3a3
 
Legendary = #ff8300
 
Legendary = #ff8300
</nowiki>
+
</pre>
 +
 
 +
==<span id="Lorem"></span>Section Anchor Test 1==
 +
Lorem [[#Ipsum]]
 +
 
 +
====Regional====
 +
{| class="wikitable sortable mw-collapsible"
 +
!Type!!Name
 +
!Max. Tier!!Active!!Unlock Location!!Unlock Condition
 +
!Description
 +
!Tags
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Multishot'''
 +
|5|| ||R01: [[Forest]]||Wave 30
 +
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.
 +
|CHANCE AREA
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Fire Attack'''
 +
|250|| ||R01: [[Forest]]||Random 5%
 +
|Provides the tower some basic Fire damage on every attack.
 +
|FIRE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Fire Burst'''
 +
|250|| ||R01: [[Forest]]||Random 2%
 +
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.
 +
|FIRE CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Nature Attack'''
 +
|250|| ||R01: [[Forest]]||Random 5%
 +
|Provides the tower some basic Nature damage on every attack.
 +
|NATURE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Nature Burst'''
 +
|250|| ||R01: [[Forest]]||Random 2%
 +
|Provides the tower a 20% chance to deal additional Nature damage on an attack.
 +
|NATURE CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Earth Attack'''
 +
|250|| ||R01: [[Forest]]||Random 5%
 +
|Provides the tower some basic Earth damage on every attack.
 +
|EARTH DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Earth Burst'''
 +
|250|| ||R01: [[Forest]]||Random 2%
 +
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.
 +
|EARTH CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Nature Crit'''
 +
|5|| ||R01: [[Forest]]||Random 2%
 +
|Provides a chance to multiply your projectile's Nature damage.
 +
|NATURE CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Fire Resistance'''
 +
|5|| ||R01: [[Forest]]||Random 5%
 +
|Reduces incoming Fire damage by a percent based amount.
 +
|FIRE RESISTANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Nature Resistance'''
 +
|5|| ||R01: [[Forest]]||Random 5%
 +
|Reduces incoming Nature damage by a percent based amount.
 +
|NATURE RESISTANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Earth Resistance'''
 +
|5|| ||R01: [[Forest]]||Random 5%
 +
|Reduces incoming Earth damage by a percent based amount.
 +
|EARTH RESISTANCE
 +
|-
 +
|<center>{{Module|Utility|size=30px}}</center>||'''Wave Resources'''
 +
|250|| ||R01: [[Forest]]||Wave 50
 +
|Produces a fixed amount of Town Resources at the beginning of a new wave.
 +
|RESOURCES WAVE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Attack'''
 +
|250|| ||R02: [[Desert]]||Random 5%
 +
|Provides the tower some basic Light damage on every attack.
 +
|LIGHT DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Burst'''
 +
|250|| ||R02: [[Desert]]||Random 2%
 +
|Provides the tower a 20% chance to deal additional Light damage on an attack.
 +
|LIGHT CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Attack'''
 +
|250|| ||R02: [[Desert]]||Random 5%
 +
|Provides the tower some basic Air damage on every attack.
 +
|AIR DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Burst'''
 +
|250|| ||R02: [[Desert]]||Random 2%
 +
|Provides the tower a 20% chance to deal additional Air damage on an attack.
 +
|AIR CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Attack'''
 +
|250|| ||R02: [[Desert]]||Random 5%
 +
|Provides the tower some basic Electricity damage on every attack.
 +
|ELECTRICITY DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Burst'''
 +
|250|| ||R02: [[Desert]]||Random 2%
 +
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.
 +
|ELECTRICITY CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Crit'''
 +
|5|| ||R02: [[Desert]]||Random 1%
 +
|Provides a chance to multiply your projectile's Light damage.
 +
|LIGHT CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Crit'''
 +
|5|| ||R02: [[Desert]]||Random 1%
 +
|Provides a chance to multiply your projectile's Air damage.
 +
|AIR CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Crit'''
 +
|5|| ||R02: [[Desert]]||Random 1%
 +
|Provides a chance to multiply your projectile's Electricity damage.
 +
|ELECTRICITY CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Fire Crit'''
 +
|5|| ||R02: [[Desert]]||Random 1%
 +
|Provides a chance to multiply your projectile's Fire damage.
 +
|FIRE CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Simple Heal'''
 +
|250||Yes||R02: [[Desert]]||Wave 1
 +
|Instantly heals the tower by a specific amount of hitpoints.
 +
|ACTIVE INSTANT HEALTH
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Light Resistance'''
 +
|5|| ||R02: [[Desert]]||Random 5%
 +
|Reduces incoming Light damage by a percent based amount.
 +
|LIGHT RESISTANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Air Resistance'''
 +
|5|| ||R02: [[Desert]]||Random 5%
 +
|Reduces incoming Air damage by a percent based amount.
 +
|AIR RESISTANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Electricity Resistance'''
 +
|5|| ||R02: [[Desert]]||Random 5%
 +
|Reduces incoming Electricity damage by a percent based amount.
 +
|ELECTRICITY RESISTANCE
 +
|-
 +
|<center>{{Module|Utility|size=30px}}</center>||'''Energy'''
 +
|250|| ||R02: [[Desert]]||Wave 1
 +
|Provides the tower with Energy which can be used to activate active skills.
 +
|ENERGY
 +
|-
 +
|<center>{{Module|Utility|size=30px}}</center>||'''Energy Regeneration'''
 +
|10|| ||R02: [[Desert]]||Wave 1
 +
|Provides the tower the ability to passively regenerate energy.
 +
|ENERGY REGENERATION
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Darkness Attack'''
 +
|250|| ||R03: [[Winter]]||Random 5%
 +
|Provides the tower some basic Darkness damage on every attack.
 +
|DARKNESS DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Darkness Burst'''
 +
|250|| ||R03: [[Winter]]||Random 2%
 +
|Provides the tower a 20% chance to deal additional Darkness on an attack.
 +
|DARKNESS CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Water Attack'''
 +
|250|| ||R03: [[Winter]]||Random 5%
 +
|Provides the tower some basic Water damage on every attack.
 +
|WATER DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Water Burst'''
 +
|250|| ||R03: [[Winter]]||Random 2%
 +
|Provides the tower a 20% chance to deal additional Water damage on an attack.
 +
|WATER CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Darkness Crit'''
 +
|5|| ||R03: [[Winter]]||Random 1%
 +
|Provides a chance to multiply your projectile's Darkness damage.
 +
|DARKNESS CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Water Crit'''
 +
|5|| ||R03: [[Winter]]||Random 1%
 +
|Provides a chance to multiply your projectile's Water damage.
 +
|WATER CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Earth Crit'''
 +
|5|| ||R03: [[Winter]]||Random 1%
 +
|Provides a chance to multiply your projectile's Earth damage.
 +
|EARTH CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Darkness Resistance'''
 +
|5|| ||R03: [[Winter]]||Random 5%
 +
|Reduces incoming Darkness damage by a percent based amount.
 +
|DARKNESS RESISTANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Water Resistance'''
 +
|5|| ||R03: [[Winter]]||Random 5%
 +
|Reduces incoming Water damage by a percent based amount.
 +
|WATER RESISTANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Basic Shield'''
 +
|250|| ||R03: [[Winter]]||Wave 50
 +
|Provides the tower with a shield that absorbs damage.
 +
|SHIELD
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Boss Shield'''
 +
|5|| ||R03: [[Winter]]||Random 1.2%
 +
|Reduces the incoming damage from Boss enemies.
 +
|REACTIVE BLOCK BOSS
 +
|-
 +
|<center>{{Module|Utility|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Darkness Armor'''
 +
|250|| ||R04: [[Underground]]||Random 5%
 +
|Reduces incoming Darkness damage by a fixed amount.
 +
|DARKNESS ARMOR
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Air Armor'''
 +
|250|| ||R04: [[Underground]]||Random 5%
 +
|Reduces incoming Air damage by a fixed amount.
 +
|AIR ARMOR
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Earth Armor'''
 +
|250|| ||R04: [[Underground]]||Random 5%
 +
|Reduces incoming Earth damage by a fixed amount.
 +
|EARTH ARMOR
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Nature Armor'''
 +
|250|| ||R04: [[Underground]]||Random 5%
 +
|Reduces incoming Nature damage by a fixed amount.
 +
|NATURE ARMOR
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Shelter'''
 +
|250|| ||R04: [[Underground]]||Random 1%
 +
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.
 +
|REACTIVE BLOCK
 +
|- id="Transmute"
 +
|<center>{{Module|Utility|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Utility|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Utility|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Light Armor'''
 +
|250|| ||R05: [[Volcano]]||Random 5%
 +
|Reduces incoming Light damage by a fixed amount.
 +
|LIGHT ARMOR
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Fire Armor'''
 +
|250|| ||R05: [[Volcano]]||Random 5%
 +
|Reduces incoming Fire damage by a fixed amount.
 +
|FIRE ARMOR
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Water Armor'''
 +
|250|| ||R05: [[Volcano]]||Random 5%
 +
|Reduces incoming Water damage by a fixed amount.
 +
|WATER ARMOR
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Electricity Armor'''
 +
|250|| ||R05: [[Volcano]]||Random 5%
 +
|Reduces incoming Electricity damage by a fixed amount.
 +
|ELECTRICITY ARMOR
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|- id="Gnarly Obsidian"
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Gnarly Obsidian'''
 +
|250|| ||R05: [[Volcano]]||Hint: <sup>[[Modules#Footnotes|[6]]]</sup> <spoiler>Hint: A result of lava being rapidly cooled.</spoiler>
 +
|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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Bulletproof'''
 +
|5|| ||R06: [[High Mountain]]||Random 0.9%
 +
|Provides resistance against incoming damage from ranged units like archers and wizards.
 +
|REACTIVE BLOCK ARCHER WIZARD
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Super Multishot'''
 +
|5||Yes||R09: [[Beach]]||Random 0.8%
 +
|Instantly fires a missile at multiple targets around the tower.
 +
|ACTIVE INSTANT AREA
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Utility|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Super Bounce'''
 +
|250||Yes||R09: [[Beach]]||Hint: <sup>[[Modules#Footnotes|[3]]]</sup> <spoiler>Hint: Defeat the turtle with supreme splitshots.</spoiler>
 +
|Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''
 +
|ACTIVE INSTANT AREA COMMUNITY
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Frost Aura'''
 +
|5|| ||R10: [[Ocean]]||Random 0.8%
 +
|Slows the movement speed of enemies in a 20M radius around the tower.
 +
|AURA SLOW DEBUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Neutral Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Neutral enemies.
 +
|NEUTRAL DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Fire Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Fire enemies.
 +
|FIRE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Water Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Water enemies.
 +
|WATER DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Earth Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Earth enemies.
 +
|EARTH DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Air Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Air enemies.
 +
|AIR DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Electricity Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Electricity enemies.
 +
|ELECTRICITY DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Nature Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Nature enemies.
 +
|NATURE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Light Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Light enemies.
 +
|LIGHT DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Darkness Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Darkness enemies.
 +
|DARKNESS DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Universal Projectiles'''
 +
|250|| ||R11: [[Neutral]]||Random 1%
 +
|Increases the damage dealt against Universal enemies.
 +
|UNIVERSAL DAMAGE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Darkness Crit'''
 +
|5|| ||R12: [[Dark Realm]]||Random 1%
 +
|Provides a chance to multiply your damage against Darkness enemies by 4.
 +
|DARKNESS CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Fire Crit'''
 +
|5|| ||R12: [[Dark Realm]]||Random 1%
 +
|Provides a chance to multiply your damage against Fire enemies by 4.
 +
|FIRE CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Earth Crit'''
 +
|5|| ||R12: [[Dark Realm]]||Random 1%
 +
|Provides a chance to multiply your damage against Earth enemies by 4.
 +
|EARTH CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Water Crit'''
 +
|5|| ||R12: [[Dark Realm]]||Random 1%
 +
|Provides a chance to multiply your damage against Water enemies by 4.
 +
|WATER CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Light Crit'''
 +
|5|| ||R13: [[Heaven]]||Random 1%
 +
|Provides a chance to multiply your damage against Light enemies by 4.
 +
|LIGHT CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Nature Crit'''
 +
|5|| ||R13: [[Heaven]]||Random 1%
 +
|Provides a chance to multiply your damage against Nature enemies by 4.
 +
|NATURE CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Air Crit'''
 +
|5|| ||R13: [[Heaven]]||Random 1%
 +
|Provides a chance to multiply your damage against Air enemies by 4.
 +
|AIR CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Anti-Electricity Crit'''
 +
|5|| ||R13: [[Heaven]]||Random 1%
 +
|Provides a chance to multiply your damage against Electricity enemies by 4.
 +
|ELECTRICITY CHANCE DAMAGE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''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
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Fire Block'''
 +
|250|| ||R14: [[Universe]]||Random 1%
 +
|Provides a chance to fully block incoming Fire damage.
 +
|FIRE BLOCK CHANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Water Block'''
 +
|250|| ||R14: [[Universe]]||Random 1%
 +
|Provides a chance to fully block incoming Water damage.
 +
|WATER BLOCK CHANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Air Block'''
 +
|250|| ||R14: [[Universe]]||Random 1%
 +
|Provides a chance to fully block incoming Air damage.
 +
|AIR BLOCK CHANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Electricity Block'''
 +
|250|| ||R14: [[Universe]]||Random 1%
 +
|Provides a chance to fully block incoming Electricity damage.
 +
|ELECTRICITY BLOCK CHANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Darkness Block'''
 +
|250|| ||R14: [[Universe]]||Random 1%
 +
|Provides a chance to fully block incoming Darkness damage.
 +
|DARKNESS BLOCK CHANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Earth Block'''
 +
|250|| ||R14: [[Universe]]||Random 1%
 +
|Provides a chance to fully block incoming Earth damage.
 +
|EARTH BLOCK CHANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Nature Block'''
 +
|250|| ||R14: [[Universe]]||Random 1%
 +
|Provides a chance to fully block incoming Nature damage.
 +
|NATURE BLOCK CHANCE
 +
|-
 +
|<center>{{Module|Defensive|size=30px}}</center>||'''Light Block'''
 +
|250|| ||R14: [[Universe]]||Random 1%
 +
|Provides a chance to fully block incoming Light damage.
 +
|LIGHT BLOCK CHANCE
 +
|-
 +
|<center>{{Module|Ultimate|size=30px}}</center>||'''L.O.S.O Drone System'''
 +
|100||Yes||<spoiler>R14: [[Universe]]</spoiler>||Hint: <sup>[[Modules#Footnotes|[4]]]</sup> <spoiler>We watch the stars as our finial ring is constructed, hoping for a wish</spoiler>
 +
|Spawns <code>⌊([tier]-1/4)⌋+1</code> 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.''
 +
|ACTIVE INSTANT DAMAGE COMMUNITY
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Neutral Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Neutral damage dealt by the tower for 45 seconds.
 +
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Fire Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Fire damage dealt by the tower for 45 seconds.
 +
|FIRE ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Water Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Water damage dealt by the tower for 45 seconds.
 +
|WATER ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Nature Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Nature damage dealt by the tower for 45 seconds.
 +
|NATURE ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Air Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Air damage dealt by the tower for 45 seconds.
 +
|AIR ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Earth Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Earth damage dealt by the tower for 45 seconds.
 +
|EARTH ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Light Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Light damage dealt by the tower for 45 seconds.
 +
|LIGHT ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Darkness Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Darkness damage dealt by the tower for 45 seconds.
 +
|DARKNESS ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Electricity damage dealt by the tower for 45 seconds.
 +
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Offensive|size=30px}}</center>||'''Universal Focus'''
 +
|5||Yes||R15: [[Chaos]]||Random 1%
 +
|Increases Universal damage dealt by the tower for 45 seconds.
 +
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF
 +
|-
 +
|<center>{{Module|Ultimate|size=30px}}</center>||'''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
 +
|- id="WINCE"
 +
|<center>{{Module|Ultimate|size=30px}}</center>||'''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
 +
|}
 +
 
 +
==<span id="Ipsum"></span>Section Anchor Test 2==
 +
[[#Lorem]] Ipsum
 +
 
 +
==some other stuff==
 +
{| class="wikitable"
 +
! style="width: 100px;" | image goes here
 +
| style="text-align: left;" |image label goes here
 +
|-
 +
!Duration
 +
|10s
 +
|-
 +
!Cost
 +
|1500 res
 +
|-
 +
!Level
 +
|300
 +
|-
 +
!Effect
 +
|some effect text
 +
|-
 +
|class="mathttwrapper" colspan="2"|math stuff
 +
|}
 +
 
 +
{| class="wikitable"
 +
! style="width: 100px;" | image goes here
 +
| style="text-align: left;" colspan="3"|image label goes here
 +
|-
 +
!Type
 +
|colspan="3"|School [(some optional text)]
 +
|-
 +
!Level
 +
|300
 +
!Duration
 +
|10s
 +
|-
 +
!Cost
 +
|colspan="3"|1500 res
 +
|-
 +
!Effect
 +
|colspan="3"|some effect text
 +
|-
 +
|class="mathttwrapper" colspan="4"|math stuff
 +
|}

Latest revision as of 14:55, 28 September 2024


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

  1. Discord: Early Power Plant Setup
  2. Discord: Power plant guide v4
  3. Discord: MT15 Power Plant (Post Electric Stone)


Normal Mode Normal Mode NORMAL MODE Hard Mode Hard Mode HARD MODE

Normal Mode
Normal Mode NORMAL MODE
Hard Mode
Hard Mode HARD MODE

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
Offensive Module
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 Module
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 Module
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 Module
Fire Attack 250 R01: Forest Random 5% Provides the tower some basic Fire damage on every attack. FIRE DAMAGE
Offensive Module
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 Module
Nature Attack 250 R01: Forest Random 5% Provides the tower some basic Nature damage on every attack. NATURE DAMAGE
Offensive Module
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 Module
Earth Attack 250 R01: Forest Random 5% Provides the tower some basic Earth damage on every attack. EARTH DAMAGE
Offensive Module
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 Module
Nature Crit 5 R01: Forest Random 2% Provides a chance to multiply your projectile's Nature damage. NATURE CHANCE DAMAGE
Defensive Module
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 Module
Fire Resistance 5 R01: Forest Random 5% Reduces incoming Fire damage by a percent based amount. FIRE RESISTANCE
Defensive Module
Nature Resistance 5 R01: Forest Random 5% Reduces incoming Nature damage by a percent based amount. NATURE RESISTANCE
Defensive Module
Earth Resistance 5 R01: Forest Random 5% Reduces incoming Earth damage by a percent based amount. EARTH RESISTANCE
Utility Module
Wave Resources 250 R01: Forest Wave 50 Produces a fixed amount of Town Resources at the beginning of a new wave. RESOURCES WAVE
Offensive Module
Light Attack 250 R02: Desert Random 5% Provides the tower some basic Light damage on every attack. LIGHT DAMAGE
Offensive Module
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 Module
Air Attack 250 R02: Desert Random 5% Provides the tower some basic Air damage on every attack. AIR DAMAGE
Offensive Module
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 Module
Electricity Attack 250 R02: Desert Random 5% Provides the tower some basic Electricity damage on every attack. ELECTRICITY DAMAGE
Offensive Module
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 Module
Light Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Light damage. LIGHT CHANCE DAMAGE
Offensive Module
Air Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Air damage. AIR CHANCE DAMAGE
Offensive Module
Electricity Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Electricity damage. ELECTRICITY CHANCE DAMAGE
Offensive Module
Fire Crit 5 R02: Desert Random 1% Provides a chance to multiply your projectile's Fire damage. FIRE CHANCE DAMAGE
Defensive Module
Simple Heal 250 Yes R02: Desert Wave 1 Instantly heals the tower by a specific amount of hitpoints. ACTIVE INSTANT HEALTH
Defensive Module
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
Defensive Module
Light Resistance 5 R02: Desert Random 5% Reduces incoming Light damage by a percent based amount. LIGHT RESISTANCE
Defensive Module
Air Resistance 5 R02: Desert Random 5% Reduces incoming Air damage by a percent based amount. AIR RESISTANCE
Defensive Module
Electricity Resistance 5 R02: Desert Random 5% Reduces incoming Electricity damage by a percent based amount. ELECTRICITY RESISTANCE
Utility Module
Energy 250 R02: Desert Wave 1 Provides the tower with Energy which can be used to activate active skills. ENERGY
Utility Module
Energy Regeneration 10 R02: Desert Wave 1 Provides the tower the ability to passively regenerate energy. ENERGY REGENERATION
Offensive Module
Darkness Attack 250 R03: Winter Random 5% Provides the tower some basic Darkness damage on every attack. DARKNESS DAMAGE
Offensive Module
Darkness Burst 250 R03: Winter Random 2% Provides the tower a 20% chance to deal additional Darkness on an attack. DARKNESS CHANCE DAMAGE
Offensive Module
Water Attack 250 R03: Winter Random 5% Provides the tower some basic Water damage on every attack. WATER DAMAGE
Offensive Module
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 Module
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 Module
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 Module
Darkness Crit 5 R03: Winter Random 1% Provides a chance to multiply your projectile's Darkness damage. DARKNESS CHANCE DAMAGE
Offensive Module
Water Crit 5 R03: Winter Random 1% Provides a chance to multiply your projectile's Water damage. WATER CHANCE DAMAGE
Offensive Module
Earth Crit 5 R03: Winter Random 1% Provides a chance to multiply your projectile's Earth damage. EARTH CHANCE DAMAGE
Defensive Module
Darkness Resistance 5 R03: Winter Random 5% Reduces incoming Darkness damage by a percent based amount. DARKNESS RESISTANCE
Defensive Module
Water Resistance 5 R03: Winter Random 5% Reduces incoming Water damage by a percent based amount. WATER RESISTANCE
Defensive Module
Basic Shield 250 R03: Winter Wave 50 Provides the tower with a shield that absorbs damage. SHIELD
Defensive Module
Boss Shield 5 R03: Winter Random 1.2% Reduces the incoming damage from Boss enemies. REACTIVE BLOCK BOSS
Utility Module
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 Module
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 Module
Darkness Armor 250 R04: Underground Random 5% Reduces incoming Darkness damage by a fixed amount. DARKNESS ARMOR
Defensive Module
Air Armor 250 R04: Underground Random 5% Reduces incoming Air damage by a fixed amount. AIR ARMOR
Defensive Module
Earth Armor 250 R04: Underground Random 5% Reduces incoming Earth damage by a fixed amount. EARTH ARMOR
Defensive Module
Nature Armor 250 R04: Underground Random 5% Reduces incoming Nature damage by a fixed amount. NATURE ARMOR
Defensive Module
Shelter 250 R04: Underground Random 1% Provides a chance to fully block incoming damage if the tower hitpoints are below 50%. REACTIVE BLOCK
Utility Module
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 Module
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 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
Offensive 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
Offensive Module
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 Module
Light Armor 250 R05: Volcano Random 5% Reduces incoming Light damage by a fixed amount. LIGHT ARMOR
Defensive Module
Fire Armor 250 R05: Volcano Random 5% Reduces incoming Fire damage by a fixed amount. FIRE ARMOR
Defensive Module
Water Armor 250 R05: Volcano Random 5% Reduces incoming Water damage by a fixed amount. WATER ARMOR
Defensive Module
Electricity Armor 250 R05: Volcano Random 5% Reduces incoming Electricity damage by a fixed amount. ELECTRICITY ARMOR
Defensive Module
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
Defensive Module
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
Offensive Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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
Offensive Module
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
Defensive Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
Super Multishot 5 Yes R09: Beach Random 0.8% Instantly fires a missile at multiple targets around the tower. ACTIVE INSTANT AREA
Defensive Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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
Offensive Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
Anti-Neutral Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Neutral enemies. NEUTRAL DAMAGE
Offensive Module
Anti-Fire Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Fire enemies. FIRE DAMAGE
Offensive Module
Anti-Water Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Water enemies. WATER DAMAGE
Offensive Module
Anti-Earth Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Earth enemies. EARTH DAMAGE
Offensive Module
Anti-Air Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Air enemies. AIR DAMAGE
Offensive Module
Anti-Electricity Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Electricity enemies. ELECTRICITY DAMAGE
Offensive Module
Anti-Nature Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Nature enemies. NATURE DAMAGE
Offensive Module
Anti-Light Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Light enemies. LIGHT DAMAGE
Offensive Module
Anti-Darkness Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Darkness enemies. DARKNESS DAMAGE
Offensive Module
Anti-Universal Projectiles 250 R11: Neutral Random 1% Increases the damage dealt against Universal enemies. UNIVERSAL DAMAGE
Defensive Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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
Offensive Module
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
Offensive Module
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
Offensive Module
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
Offensive Module
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
Offensive Module
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
Offensive Module
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
Offensive Module
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
Offensive Module
Anti-Light Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Light enemies by 4. LIGHT CHANCE DAMAGE
Offensive Module
Anti-Nature Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Nature enemies by 4. NATURE CHANCE DAMAGE
Offensive Module
Anti-Air Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Air enemies by 4. AIR CHANCE DAMAGE
Offensive Module
Anti-Electricity Crit 5 R13: Heaven Random 1% Provides a chance to multiply your damage against Electricity enemies by 4. ELECTRICITY CHANCE DAMAGE
Defensive Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
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 Module
Fire Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Fire damage. FIRE BLOCK CHANCE
Defensive Module
Water Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Water damage. WATER BLOCK CHANCE
Defensive Module
Air Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Air damage. AIR BLOCK CHANCE
Defensive Module
Electricity Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Electricity damage. ELECTRICITY BLOCK CHANCE
Defensive Module
Darkness Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Darkness damage. DARKNESS BLOCK CHANCE
Defensive Module
Earth Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Earth damage. EARTH BLOCK CHANCE
Defensive Module
Nature Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Nature damage. NATURE BLOCK CHANCE
Defensive Module
Light Block 250 R14: Universe Random 1% Provides a chance to fully block incoming Light damage. LIGHT BLOCK CHANCE
Ultimate Module
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. ACTIVE INSTANT DAMAGE COMMUNITY
Offensive Module
Neutral Focus 5 Yes R15: Chaos Random 1% Increases Neutral damage dealt by the tower for 45 seconds. NEUTRAL ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Fire Focus 5 Yes R15: Chaos Random 1% Increases Fire damage dealt by the tower for 45 seconds. FIRE ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Water Focus 5 Yes R15: Chaos Random 1% Increases Water damage dealt by the tower for 45 seconds. WATER ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Nature Focus 5 Yes R15: Chaos Random 1% Increases Nature damage dealt by the tower for 45 seconds. NATURE ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Air Focus 5 Yes R15: Chaos Random 1% Increases Air damage dealt by the tower for 45 seconds. AIR ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Earth Focus 5 Yes R15: Chaos Random 1% Increases Earth damage dealt by the tower for 45 seconds. EARTH ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Light Focus 5 Yes R15: Chaos Random 1% Increases Light damage dealt by the tower for 45 seconds. LIGHT ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Darkness Focus 5 Yes R15: Chaos Random 1% Increases Darkness damage dealt by the tower for 45 seconds. DARKNESS ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Electricity Focus 5 Yes R15: Chaos Random 1% Increases Electricity damage dealt by the tower for 45 seconds. ELECTRICITY ACTIVE INSTANT DAMAGE BUFF
Offensive Module
Universal Focus 5 Yes R15: Chaos Random 1% Increases Universal damage dealt by the tower for 45 seconds. UNIVERSAL ACTIVE INSTANT DAMAGE BUFF
Ultimate Module
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
Ultimate Module
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

#Lorem Ipsum

some other stuff

image goes here image label goes here
Duration 10s
Cost 1500 res
Level 300
Effect some effect text
math stuff
image goes here image label goes here
Type School [(some optional text)]
Level 300 Duration 10s
Cost 1500 res
Effect some effect text
math stuff