Difference between revisions of "Challenge Mode"
m (Changed sub headings to be distinct.) |
m (→Level #2 (c13-2): Import Code Aadded) |
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+ | {{Stub}} | ||
+ | |||
Challenge Mode is a gauntlet of scenarios (12 per region, totaling to 180 once all regions get challenges) in which you make a blueprint that adheres to special rules (varies between challenges) to defeat waves upon waves upon enemies. Successful completion of a challenge will give you a reward which may come as a module or something that would help influence gameplay. | Challenge Mode is a gauntlet of scenarios (12 per region, totaling to 180 once all regions get challenges) in which you make a blueprint that adheres to special rules (varies between challenges) to defeat waves upon waves upon enemies. Successful completion of a challenge will give you a reward which may come as a module or something that would help influence gameplay. | ||
Line 238: | Line 240: | ||
|- | |- | ||
|colspan="6"| | |colspan="6"| | ||
− | + | <spoiler> | |
+ | '''Import Code:''' YzEtNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDtpbXBldHVzLmFpcjthdHRhY2suYWlyO3N0ZWluaS5jaGFpbmVkLmJhbGw= <br> | ||
+ | '''Notes:''' No software. | ||
+ | </spoiler> | ||
|} | |} | ||
Line 801: | Line 806: | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
|- | |- | ||
− | !colspan="6"|Pre-era non-hardmode | + | !colspan="6"|Pre-era non-hardmode (credits to @miner#2281) |
|- | |- | ||
|colspan="6"| | |colspan="6"| | ||
+ | <spoiler> | ||
+ | '''Import Code:''' | ||
+ | RY7RCcMwDERXCR4gAzSjlH4oziURVWQjy4VSunsdgumXdE+64z5hlopsrF7CbbiHJLQOMR1Z4Fgmcqf4HCGIbhzZ3x0peTV0Jbzt3kXJ+Ftb1lyLc9JO5lQ1YlrbWOg8jJuRsrewajTuIPPiKWfYZChcnNr/2eGAOkmDGxR2eQ3SlhfC4/sD | ||
+ | '''Modules:''' | ||
+ | *offensive modules: | ||
+ | **electricity attack | ||
+ | **nature attack | ||
+ | **light attack | ||
+ | **attack speed | ||
+ | **combustion | ||
+ | **basic bouncing | ||
+ | |||
+ | *Defensive Modules: | ||
+ | **granite foundation | ||
+ | **heartstopper aura | ||
+ | **elemental resistance | ||
+ | **adaptive regeneration | ||
+ | |||
+ | Notes: heartstopper aura is the star of the show here. basic bouncing is for speed and combustion might not be needed, i haven't tested it. you don't need granite foundation, diamond should work fine, but stone doesn't have enough base hitpoints to withstand later waves and olaf. this blueprint also worked for c3-2 but is really not optimized for it, I'm sure there are better ways to do it. | ||
+ | </spoiler> | ||
|- | |- | ||
Line 881: | Line 906: | ||
| Wave 500 | | Wave 500 | ||
| {{Element|Darkness}} {{Element|Earth}} | | {{Element|Darkness}} {{Element|Earth}} | ||
− | | | + | | [[File:Assassin.png|40px|Assassin]] and [[File:Tank.png|40px|Tank]] |
| | | | ||
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | * Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
Line 894: | Line 919: | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
|- | |- | ||
− | !colspan="6"|Pre-era non-hardmode | + | !colspan="6"|Pre-era non-hardmode (credits to XenoDarth) |
|- | |- | ||
|colspan="6"| | |colspan="6"| | ||
+ | <spoiler> | ||
+ | '''Import code:''' | ||
+ | |||
+ | <code style="display:inline-block; width:75%; word-wrap:anywhere">VW5kZXJncm91bmQgQ2hhbGxlbmdlICMyO2ZvdW5kYXRpb24uZGlhbW9uZDtzaGllbGQuYmFzaWM7YmFycmllci5uYXR1cmU7YmFycmllci5saWdodDtzaGVsbC5lYXJ0aDtzaGVsbC5kYXJrbmVzcztyZXNpc3RhbmNlLmFicy5lYXJ0aDtyZXNpc3RhbmNlLmFicy5kYXJrbmVzcw==</code> | ||
+ | |||
+ | '''Modules:''' | ||
+ | * Defensive Module | ||
+ | ** Diamond Foundation | ||
+ | ** Basic Shield | ||
+ | ** Nature Barrier | ||
+ | ** Light Barrier | ||
+ | ** Earth Shell | ||
+ | ** Darkness Shell | ||
+ | ** Earth Armor | ||
+ | ** Darkness Armor | ||
+ | |||
+ | '''Notes:''' | ||
+ | * Use of the Auto Skip, Wave Streaming, and Wave Surge softwares, obtainable from the Headquarters, are encouraged. | ||
+ | * You will take ~20-25% damage to your shield at the beginning of the round before gaining enough Darkness Shell buffs to reduce the damage taken to an amount that Darkness Armor can fully nullify. Damage from Earth enemies will already be nullified from the outset. | ||
+ | * With enough patience (~1 hour of nonaccelerated game time), this can also work in hardmode. And yes, I have tested it in hardmode. Didn't think it'll work. | ||
+ | * If you have access to [[Modules#Era|era modules]], you can also equip Advanced Shield and Shield Amplifier to progress even faster (~4 minutes of nonaccelerated game time in hardmode), as damage from the Barrier modules scale with maximum shieldpoints. | ||
+ | |||
+ | </spoiler> | ||
|- | |- | ||
!colspan="6"|Pre-era hardmode | !colspan="6"|Pre-era hardmode | ||
Line 911: | Line 959: | ||
|- | |- | ||
| Wave 125 | | Wave 125 | ||
− | | {{Element| | + | | {{Element|Neutral}} {{Element|Darkness}} {{Element|Earth}} |
| Unknown | | Unknown | ||
| | | | ||
Line 1,823: | Line 1,871: | ||
==Level #1 (c9-1)== | ==Level #1 (c9-1)== | ||
− | + | {| class="wikitable" style="text-align: center" | |
− | + | |+ Low Tide! Where Is The Water? | |
− | + | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | |
− | + | |- | |
− | + | | Wave 350 | |
− | == | + | | {{Element|Fire}} {{Element|Water}} {{Element|Earth}} |
− | + | | Unknown | |
− | + | | | |
− | == | + | * Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total |
− | + | * Max. 5 {{Module|Offensive|size=30px}} | |
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * Fire is immune to Universal and Water | ||
+ | * Fire is very resistant against Earth and Fire | ||
+ | | {{Module|Utility|size=30px}} '''Low Tide''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
− | = | + | |- |
− | + | !colspan="6"|Pre-era hardmode | |
+ | |- | ||
+ | |colspan="6"| | ||
− | + | |} | |
− | |||
− | + | ==Level #2 (c9-2)== | |
− | + | {| class="wikitable" style="text-align: center" | |
− | ==Level # | + | |+ High Tide! Too Much Water. |
− | + | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | |
− | + | |- | |
− | + | | Wave 350 | |
− | + | | {{Element|Fire}} {{Element|Water}} {{Element|Earth}} | |
− | + | | Unknown | |
− | == | + | | |
− | + | * Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} total | |
− | + | * Max. 5 {{Module|Offensive|size=30px}} | |
− | == | + | * No {{Module|Ultimate|size=30px}} |
− | + | * No {{Module|Legendary|size=30px}} | |
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * Water is immune to Universal and Fire | ||
+ | * Water is very resistant against Earth and Water | ||
+ | | {{Module|Utility|size=30px}} '''High Tide''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
− | = | + | |- |
− | + | !colspan="6"|Pre-era hardmode | |
+ | |- | ||
+ | |colspan="6"| | ||
− | + | |} | |
− | |||
− | + | ==Level #3 (c9-3)== | |
− | + | {| class="wikitable" style="text-align: center" | |
− | ==Level # | + | |+ The Sand Seems To Apply Crustacean-Like Features To Enemies In This Region. |
− | + | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | |
− | + | |- | |
− | == | + | | Wave 200 |
− | + | | {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} | |
− | + | | Unknown | |
− | == | + | | |
− | + | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total | |
+ | * Max. 10 {{Module|Offensive|size=30px}} | ||
+ | * Max. 2 {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T3 or above | ||
+ | * Modules will be set to maxed T3 | ||
+ | | | ||
+ | * Enemies are immune to Neutral, Universal, Darkness, Light and Fire damage | ||
+ | * Enemies have a 25% chance per indivitual element-type to spawn with a specific amount of base armor for said element | ||
+ | * The armor amount equals that current wave raised to the power of 10 | ||
+ | | +1% Sea Mile generation Factor in the [[Shipyard]] per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
− | = | + | |- |
− | + | !colspan="6"|Pre-era hardmode | |
+ | |- | ||
+ | |colspan="6"| | ||
− | + | |} | |
− | |||
− | ==Level # | + | ==Level #4 (c9-4)== |
− | + | {| class="wikitable" style="text-align: center" | |
− | + | |+ As The Waves Hit The Basement Of The Tower ... It Starts To Crumble. | |
− | + | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | |
− | + | |- | |
− | == | + | | Wave 250 |
− | + | | {{Element|Water}} {{Element|Earth}} | |
− | + | | Unknown | |
− | == | + | | |
− | + | * Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total | |
− | + | * Max. 6 {{Module|Defensive|size=30px}} | |
− | == | + | * Max. 4 {{Module|Ultimate|size=30px}} |
− | + | * No {{Module|Legendary|size=30px}} | |
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T4 or above | ||
+ | * Modules will be set to maxed T4 | ||
+ | | | ||
+ | * Enemies attacking the Tower will redice its generic resistance forever. | ||
+ | | {{Module|Offensive|size=30px}} '''Shoreline Boost''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
− | = | + | |- |
− | + | !colspan="6"|Pre-era hardmode | |
+ | |- | ||
+ | |colspan="6"| | ||
− | + | |} | |
− | |||
− | ==Level # | + | ==Level #5 (c9-5)== |
− | + | {| class="wikitable" style="text-align: center" | |
− | + | |+ Crabs! Hopefully The Don't Start Dancing. | |
− | + | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | |
− | + | |- | |
− | == | + | | Wave 175 |
− | + | | {{Element|Nature}} {{Element|Water}} {{Element|Earth}} | |
− | + | | Unknown | |
− | == | + | | |
− | + | * Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total | |
− | + | * Max. 5 {{Module|Offensive|size=30px}} | |
− | == | + | * Max. 5 {{Module|Defensive|size=30px}} |
− | + | * No {{Module|Legendary|size=30px}} | |
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Enemies spawn with a randomized amount of armor for each element (logarithmically distributed) | ||
+ | | Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count. | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
− | = | + | |- |
− | + | !colspan="6"|Pre-era hardmode | |
+ | |- | ||
+ | |colspan="6"| | ||
− | + | |} | |
− | |||
− | ==Level #6 ( | + | ==Level #6 (c9-6)== |
− | + | {| class="wikitable" style="text-align: center" | |
− | + | |+ Whatever Depths They Emerged From Is Not Of Our Concern. | |
− | = | + | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward |
− | + | |- | |
− | == | + | | Wave 150 |
− | + | | {{Element|Air}} {{Element|Water}} {{Element|Earth}} | |
− | + | | Unknown | |
− | == | + | | |
− | + | * Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | |
+ | * Max. 1 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Destroying enemies has a 10% chance to stun the Tower | ||
+ | * If the Tower does not get stunned it will be slowed down for 30 seconds | ||
+ | * The stun and the debuff appear as a positive buff instead of a negative one | ||
+ | | {{Module|Utility|size=30px}} '''Beach Gift''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
− | = | + | |- |
− | + | !colspan="6"|Pre-era hardmode | |
+ | |- | ||
+ | |colspan="6"| | ||
− | + | |} | |
− | |||
− | = | + | =Ocean Challenges (Region 10)= |
− | |||
− | ==Level # | + | ==Level #1 (c10-1)== |
− | + | {| class="wikitable" style="text-align: center" | |
− | + | |+ The Water Pressure Is Immense Down Here. | |
− | = | + | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward |
− | + | |- | |
− | = | + | | Wave 200 |
− | + | | {{Element|Water}} | |
− | + | | Unknown | |
− | + | | | |
− | + | * Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total | |
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * Health regeneration is disabled | ||
+ | * Using any active module has a 5% chance to instantly destroy the Tower | ||
+ | | +1% {{Element|Water}} resistance per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
− | = | + | |- |
− | + | !colspan="6"|Pre-era hardmode | |
+ | |- | ||
+ | |colspan="6"| | ||
− | + | |} | |
− | |||
− | ==Level #5 (c15-5)== | + | ==Level #2 (c10-2)== |
− | + | {| class="wikitable" style="text-align: center" | |
+ | |+ All This Water Really Handicaps Our Performance. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 175 | ||
+ | | {{Element|Darkness}} {{Element|Water}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 2 {{Module|Offensive|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * Modules have to be maxed T2 or above | ||
+ | * Modules will be set to T2 | ||
+ | * Modules start at level 0 | ||
+ | | | ||
+ | * Gems cannot be used to upgrade modules | ||
+ | * Base attack range is reduced by 25% | ||
+ | * Base attack cooldown is increased by 200% | ||
+ | | {{Module|Defensive|size=30px}} '''Diver's Shield''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #3 (c10-3)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Our Presence Inside This Trench Seems To Make The Local Wildlife More Aggressive. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 150 | ||
+ | | {{Element|Darkness}} {{Element|Water}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * Modules have to be maxed T3 or above | ||
+ | * Modules will be set to maxed T3 | ||
+ | | | ||
+ | * Enemies deal at least as much damage as the maximum hitpoints of the Tower | ||
+ | * Enemies spawn with 1 shieldpoint | ||
+ | * Enemies will fully block the first incoming damage instance if they have more than 0 shieldpoints | ||
+ | | +1% {{Element|Water}} damage per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #4 (c10-4)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ We Have To Ensure To Properly Depressurize The Situation. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 125 | ||
+ | | {{Element|Neutral}} {{Element|Darkness}} {{Element|Water}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * Modules have to be maxed T4 or above | ||
+ | * Modules will be set to maxed T4 | ||
+ | | | ||
+ | * Base resistance against Water damage is greatly reduced | ||
+ | * Base attack cooldown increase each enemy that spawns by 5% (multiplicatively) | ||
+ | * Destroying an enemy removes the attack cooldown increase from that enemy | ||
+ | | {{Module|Offensive|size=30px}} '''Aquatic Absorption''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #5 (c10-5)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Our Tower Is Heavily Restricted In This Depth. We Should Probably Bring A Good Shield To The Party ... | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 24 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 4 {{Module|Offensive|size=30px}} | ||
+ | * Max. 4 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Tower max. HP are locked at 1 | ||
+ | * Tower attack range is locked at 10m | ||
+ | * Tower max. energy is capped at 100 | ||
+ | | {{Module|Special|size=30px}} '''Ocean Core''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #6 (c10-6)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ This Particular Section Of The Ocean Has A Strange Effect On Our Blueprint Compatibility. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 250 | ||
+ | | {{Element|Water}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Utility|size=30px}} | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * All damage against Neutral types is multiplied by {{Number|1e100}} | ||
+ | * Neutral damage is multiplied by x0 against all other element types | ||
+ | * Special modules can be used in this challenge regardless of their level/tier | ||
+ | | {{Module|Defensive|size=30px}} '''Ocean Gift''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | =Neutral Challenges (Region 11)= | ||
+ | |||
+ | ==Level #1 (c11-1)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ This Is Very Neutral. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total | ||
+ | * No {{Module|Utility|size=30px}} | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * All elements deal 0 damage against Neutral except for Neutral | ||
+ | | +1% {{Element|Neutral}} damage per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #2 (c11-2)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ This Is Even More Neutral. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total | ||
+ | * No {{Module|Utility|size=30px}} | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T2 or above | ||
+ | * Modules will be set to maxed T2 | ||
+ | | | ||
+ | * Each equipped module not containing a <code>#NEUTRAL</code> tag decreases attack range by 10% | ||
+ | * Each equipped module not containing a <code>#NEUTRAL</code> tag increases attack cooldown by 25% | ||
+ | | {{Module|Offensive|size=30px}} '''Anti-Neutral Crit''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #3 (c11-3)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ This Appears To Be Less Neutral. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total | ||
+ | * No {{Module|Utility|size=30px}} | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T3 or above | ||
+ | * Modules will be set to maxed T3 | ||
+ | | | ||
+ | * All elements deal 0 damage against Neutral except for Neutral | ||
+ | * Whenever an enemy gets destroyed a random element will become +1% (additive) more effective against Neutral but Neutral will become 2% less effective against Neutral (multiplicative) | ||
+ | | +1% {{Element|Neutral}} resistance per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #4 (c11-4)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Now This Is Some Contrast. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total | ||
+ | * No {{Module|Utility|size=30px}} | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T4 or above | ||
+ | * Modules will be set to maxed T4 | ||
+ | | | ||
+ | * Destroying Universal enemies triggers a spawn tick full of Neutral enemies | ||
+ | * The additional spawn tick is not bound to the maximum unit limit | ||
+ | | {{Module|Offensive|size=30px}} '''Neutral Burst''' | ||
+ | {{Module|Defensive|size=30px}} '''Neutral Block''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #5 (c11-5)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ This Requires Pure Neutral Strength. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total | ||
+ | * No {{Module|Utility|size=30px}} | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Enemies are immune to any type of reflect damage | ||
+ | | {{Module|Offensive|size=30px}} '''Neutral Taste''' | ||
+ | {{Module|Defensive|size=30px}} '''Neutral Resistance''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #6 (c11-6)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Completing This Will Put Us Into A True Neutral State. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} total | ||
+ | * No {{Module|Utility|size=30px}} | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Neutral damage heals Neutral enemies | ||
+ | * Universal damage heals Universal enemies | ||
+ | * Enemies are immune to any type of reflect damage | ||
+ | * Destroying Universal enemies triggers a spawn tick full of Neutral enemies if there is at least 1 remaining unit on the map | ||
+ | * The additional spawn tick is not bound to the maximum unit limit | ||
+ | | {{Module|Ultimate|size=30px}} '''Neutral Gift''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | =Dark Realm Challenges (Region 12)= | ||
+ | |||
+ | ==Level #1 (c12-1)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ This Realm Is Void Of Any Light. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 250 | ||
+ | | {{Element|Darkness}} {{Element|Earth}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 5 {{Module|Defensive|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * Enemies are immune to Darkness, Neutral and Universal damage | ||
+ | * Enemies deal 75% of the Tower's max. HP as additional Darkness damage | ||
+ | | +1% {{Element|Darkness}} resistance per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #2 (c12-2)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Pure Darkness Seems To Provide Some Defensive Properties. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 225 | ||
+ | | {{Element|Darkness}} {{Element|Earth}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * Enemies only start taking damage after the 7th hit | ||
+ | * Only damage instances dealing more than 0 damage are counted as hits | ||
+ | | {{Module|Ultimate|size=30px}} '''Unholy Cloak''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #3 (c12-3)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Directly Executing Them Won't Work. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 200 | ||
+ | | {{Element|Fire}} {{Element|Darkness}} {{Element|Earth}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * Modules have to be maxed T3 or above | ||
+ | * Modules will be set to maxed T3 | ||
+ | | | ||
+ | * Enemies are immune to damage instances that exceed their max. health | ||
+ | | +1% {{Element|Darkness}} damage per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #4 (c12-4)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Darkness Is The Most Cursed Element. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 200 | ||
+ | | {{Element|Darkness}} {{Element|Water}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total | ||
+ | * Max. 4 {{Module|Offensive|size=30px}} | ||
+ | * Max. 4 {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T4 or above | ||
+ | * Modules will be set to maxed T4 | ||
+ | | | ||
+ | * When enemies attack they apply a stacking curse on their target | ||
+ | * After the curse reaches 100 stacks the target will instantly die | ||
+ | * Enemies spawn with shield equal to their max. health | ||
+ | | {{Module|Ultimate|size=30px}} '''Grim Reaper''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #5 (c12-5)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Unholy Deals In This Realm Seem To Provide Enhanced Powers. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} total | ||
+ | * Max. 5 {{Module|Defensive|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Earth enemies are immune to all elements except Earth | ||
+ | * Darkness elements spawn with shieldpoints equal to their max. healthpoints | ||
+ | * Water enemies are immune to Earth damage and move incredibly fast | ||
+ | | {{Module|Special|size=30px}} '''Soul Core''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #6 (c12-6)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ The Heart Of Darkness Lies Before Us. They Shall Not Pass! | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 120 | ||
+ | | {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Special|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Enemies have 100% debuff duration reduction | ||
+ | * Destroying an enemy divides the current hitpoints of the Tower by the max. hitpoints of the enemy | ||
+ | | {{Module|Utility|size=30px}} '''Dark Realm Gift''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | =Heaven Challenges (Region 13)= | ||
+ | |||
+ | ==Level #1 (c13-1)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ It Seems Like The Light Elementals Can Fully Unleash Their Power In This Realm. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 200 | ||
+ | | {{Element|Light}} {{Element|Air}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 3 {{Module|Offensive|size=30px}} | ||
+ | * Max. 3 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * Destroying a Light enemy fully heals all other units on the map and increases their base max. health by 5% (multiplicatively) | ||
+ | | +1% {{Element|Light}} resistance per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | <spoiler> | ||
+ | '''Import Code:''' | ||
+ | PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU= | ||
+ | </spoiler> | ||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #2 (c13-2)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Blessings Of The Sky Provide Immense Defensive Capabilities. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 250 | ||
+ | | {{Element|Light}} {{Element|Water}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 5 {{Module|Defensive|size=30px}} | ||
+ | * Max. 1 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T2 or above | ||
+ | * Modules will be set to maxed T2 | ||
+ | | | ||
+ | * Enemies cannot take more than 20% of their max. health as damage | ||
+ | * Enemies have a 25% chance to heal 50% of their max. health whenever taking non-Light damage. | ||
+ | | {{Module|Ultimate|size=30px}} '''Sky Blessing''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | <spoiler> | ||
+ | '''Import Code:''' | ||
+ | PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU= | ||
+ | </spoiler> | ||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #3 (c13-3)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ They Seem To Absorb High Levels Of Energy From Their Surroundings. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 300 | ||
+ | | {{Element|Light}} {{Element|Air}} {{Element|Water}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 28 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T3 or above | ||
+ | * Modules will be set to maxed T3 | ||
+ | | | ||
+ | * Enemies spawn with Generic Armor equal to the Tower's max. health multiplied with its max. energy | ||
+ | * Enemies have 100% resistance against Light, Nature, Fire and Electricity damage. | ||
+ | | +1% {{Element|Light}} damage per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #4 (c13-4)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Not Even Heaven Is Devoid Of Darkness. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 150 | ||
+ | | {{Element|Light}} {{Element|Darkness}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 3 {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * Modules have to be maxed T4 or above | ||
+ | * Modules will be set to maxed T4 | ||
+ | | | ||
+ | * All elements except for Darkness and Light deal /1000000 damage | ||
+ | * Light enemies have very high Darkness Armor | ||
+ | * Darkness enemies have very high Light Armor | ||
+ | * Light enemies that get destroyed will turn into Darkness enemies | ||
+ | * Darkness enemies that were Light enemies before move slower | ||
+ | | +1% [[Arcade]] Token reward factor per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #5 (c13-5)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Light Enemies Seem To Take On The Roles Of Protector In Their Natural Habitat. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 175 | ||
+ | | {{Element|Light}} {{Element|Fire}} {{Element|Water}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 1 {{Module|Defensive|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Light enemies provide a massive Generic Armor boost to nearby non-Light enemies | ||
+ | | {{Module|Special|size=30px}} '''Angelic Core''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #6 (c13-6)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Energy Seems To Lead To A Disadvantage Here. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 225 | ||
+ | | {{Element|Light}} {{Element|Electricity}} {{Element|Air}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Enemies divide their target's current health and shield by their target's amount of missing energy | ||
+ | | {{Module|Utility|size=30px}} '''Heaven Gift''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | =Universe Challenges (Region 14)= | ||
+ | |||
+ | ==Level #1 (c14-1)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Where Are The Universals Coming From? Why Does The Universe Grant Them So Much Power? | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 60 | ||
+ | | {{Element|Neutral}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 3 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * Universal enemies are immune to all elements except for Neutral and Universal | ||
+ | * Immunity is applied as inherit elemental resistance instead of regular resistance | ||
+ | * Destroying an enemy subtracts the max. health of that enemy from the Tower's base armor of the enemy's element | ||
+ | | +1% {{Element|Universal}} resistance per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #2 (c14-2)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ The Gravity Is Really Strong In This Area. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 150 | ||
+ | | {{Element|Light}} {{Element|Darkness}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * Modules have to be maxed T2 or above | ||
+ | * Modules will be set to maxed T2 | ||
+ | | | ||
+ | * The Tower attacks 50 times slower | ||
+ | * Enemies move 2 times slower | ||
+ | * All enemies have 100% resistance against Light and Darkness damage. | ||
+ | | {{Module|Offensive|size=30px}} '''Universal Crit''' | ||
+ | {{Module|Offensive|size=30px}} '''Anti-Universal Crit''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #3 (c14-3)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ We Have To Be Quick Before The Tower Gets Crushed Under The Weight Of Those Universals. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 225 | ||
+ | | {{Element|Electricity}} {{Element|Fire}} {{Element|Earth}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 4 {{Module|Defensive|size=30px}} | ||
+ | * Max. 10 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T3 or above | ||
+ | * Modules will be set to maxed T3 | ||
+ | | | ||
+ | * The damage multiplier attribute of a random element gets multiplied by 0.95 whenever the Tower receives damage | ||
+ | * Attack range of enemies is doubled | ||
+ | | +1% {{Element|Universal}} damage per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #4 (c14-4)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Seems Like Universals Dislike The Use Of Active Modules. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Earth}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 10 {{Module|Offensive|size=30px}} | ||
+ | * Max. 4 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T4 or above | ||
+ | * Modules will be set to maxed T4 | ||
+ | | | ||
+ | * The cooldown of all active modules increases by 25% (additive) everytime the Tower uses an active module | ||
+ | * All enemies currently on the map recieve 100% resistance against a random element everytime the Tower uses an active module | ||
+ | | {{Module|Offensive|size=30px}} '''Universal Burst''' | ||
+ | {{Module|Defensive|size=30px}} '''Universal Block''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #5 (c14-5)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ This Sounds Way Too Easy Or Way Too Hard At The Same Time. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 120 | ||
+ | | {{Element|Darkness}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 3 {{Module|Defensive|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to T5 | ||
+ | * Modules start at level 0 | ||
+ | | | ||
+ | * Gems cannot be used to upgrade modules | ||
+ | * XP drop rate is x125 higher | ||
+ | * Tier of Utility modules is ignored for this challenge | ||
+ | | {{Module|Defensive|size=30px}} '''Universal Resistance''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #6 (c14-6)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ The Lack Of Any Tricky Rules Is Unnerving. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 250 | ||
+ | | {{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Tier of Special modules is ignored for this challenge | ||
+ | * Tier of Utility modules is ignored for this challenge | ||
+ | * Enemies are immune to reflect damage | ||
+ | | {{Module|Ultimate|size=30px}} '''Universe Gift''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | =Chaos Challenges (Region 15)= | ||
+ | |||
+ | ==Level #1 (c15-1)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ We Can't Even See Them! | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 50 | ||
+ | | {{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * Enemies are "faster than light" (We need something to slow down time itself.) | ||
+ | | +3% Generic damage per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #2 (c15-2)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Retaliate Without Mercy. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 500 | ||
+ | | {{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 2 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Modules have to be maxed T2 or above | ||
+ | * Modules will be set to maxed T2 | ||
+ | | | ||
+ | * Enemies deal maximum damage | ||
+ | * Enemies have maximum armor | ||
+ | | {{Module|Utility|size=30px}} '''Crate of Rex''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #3 (c15-3)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ The Ultimate Test For Our Armor. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Modules have to be maxed T3 or above | ||
+ | * Modules will be set to maxed T3 | ||
+ | | | ||
+ | * Enemies are immune to reflect damage | ||
+ | * Enemies are immune to stuns | ||
+ | * Being attacked decreases the Tower's base armor of the enemies element by a factor of 10 (first hit will set the base armor to -1, armor gained from modules is not considered base armor) | ||
+ | | +1% Generic resistance per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #4 (c15-4)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Is This Even Possible? | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Modules have to be maxed T4 or above | ||
+ | * Modules will be set to maxed T4 | ||
+ | | | ||
+ | * Enemies are immune to reflect damage | ||
+ | * Enemies reflect 100% of incoming damage as pure damage | ||
+ | | {{Module|Ultimate|size=30px}} '''Captain's Reflect''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
+ | |||
+ | ==Level #5 (c15-5)== | ||
+ | {| class="wikitable" style="text-align: center" | ||
+ | |+ Seems Like We Can Use Most Active Modules Only Once? | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 100 | ||
+ | | {{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Enemies are immune to reflect damage | ||
+ | * Enemies are immune to overkill damage | ||
+ | * Active modules have infinite cooldown after being used | ||
+ | | {{Module|Ultimate|size=30px}} '''Something''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
==Level #6 (c15-6)== | ==Level #6 (c15-6)== | ||
− | + | {| class="wikitable" style="text-align: center" | |
+ | |+ This Is The End Of The Road When It Comes To Challenges. Time To Show What You Are Made Of. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 250 | ||
+ | | {{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Enemies mimic all the modules inside your blueprint | ||
+ | | {{Module|Legendary|size=30px}} '''Chaos Gift''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode by megas_mrc | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | <spoiler> | ||
+ | use this code | ||
+ | |||
+ | Y2hhb3MgNiBieSBNZWdhc19NUkM7YXR0YWNrLmJhc2ljO2F0dGFjay5zcGVlZDtjcml0LmJhc2ljO2F0dGFjay5saWZlc3RlYWw7YXR0YWNrLmJvdW5jZTthdHRhY2subXVsdGlzaG90O2F0dGFjay51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2ZvdW5kYXRpb24uc3RvbmU= | ||
+ | </spoiler> | ||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} |
Latest revision as of 23:44, 19 November 2024
This article is a stub. The article does not cover enough information about the topic. You can help by expanding it. |
Challenge Mode is a gauntlet of scenarios (12 per region, totaling to 180 once all regions get challenges) in which you make a blueprint that adheres to special rules (varies between challenges) to defeat waves upon waves upon enemies. Successful completion of a challenge will give you a reward which may come as a module or something that would help influence gameplay.
There are 2 modes to challenges: NORMAL MODE, and HARD MODE.
Hard Mode imposes extra restrictions to increase the difficulty on top of the restrictions from Normal Mode, such as:
- All challenges have double the required amount of waves needed for completion.
- All challenges disable Town-related bonuses from various sources (Museum, Arcade, Shipyard, etc.).
UPDATE: Page needs to include Hard Mode Challenges https://github.com/Blueturbo47/bluecats-PerfectTower2-comp./blob/main/Challenges/Hardmode/Pre%20Era/README.md
Note: If the solutions on this page do not work for you, your Laboratory and Museum powerstone Boosts may not be sufficient.
If you have alternate solutions to Challenges that are not here, please use the Discussion page or create another solution box instead of editing an existing solution with your own solution.
Contents
- 1 Forest Challenges (Region 1)
- 2 Desert Challenges (Region 2)
- 3 Winter Challenges (Region 3)
- 4 Underground Challenges (Region 4)
- 5 Volcano Challenges (Region 5)
- 6 High Mountain Challenges (Region 6)
- 7 Jungle Challenges (Region 7)
- 8 Metallic Ruins Challenges (Region 8)
- 9 Beach Challenges (Region 9)
- 10 Ocean Challenges (Region 10)
- 11 Neutral Challenges (Region 11)
- 12 Dark Realm Challenges (Region 12)
- 13 Heaven Challenges (Region 13)
- 14 Universe Challenges (Region 14)
- 15 Chaos Challenges (Region 15)
Forest Challenges (Region 1)
Level #1 (c1-1)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 111 | Tank |
|
Phoenix Bounce | ||
Solutions | |||||
Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271) | |||||
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Pre-era hardmode (credits to @Eternal663) | |||||
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Level #2 (c1-2)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 325 | Tank Boss |
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+5% Resource Drops per Completed Challenge | ||
Solutions | |||||
Pre-era non-hardmode (Credits to @Tortoise Box#9049) | |||||
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Pre-era hardmode (credits to @Eternal663) | |||||
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Level #3 (c1-3)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 500 | Archer Assasin |
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Stab Prevention | ||
Solutions | |||||
Pre-era non-hardmode (credits to @Coffee#5926) | |||||
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Pre-era hardmode (credits to @Eternal663) | |||||
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Level #4 (c1-4)
Level #5 (c1-5)
Level #6 (c1-6)
Desert Challenges (Region 2)
Level #1 (c2-1)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 250 | Wizard |
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+1 per completed challenge. (Applied retroactively) | ||
Solutions | |||||
Pre-era non-hardmode (credits to BöshiBöshi (@Yoshi128986#6141)) | |||||
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Pre-era hardmode | |||||
Level #2 (c2-2)
Level #3 (c2-3)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 300 | Assassin Boss |
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Headhunting | ||
Solutions | |||||
Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271) | |||||
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Pre-era hardmode | |||||
Level #4 (c2-4)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 400 | Tank and Boss |
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Advanced Heal | ||
Solutions | |||||
Pre-era non-hardmode | |||||
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Pre-era hardmode | |||||
Level #5 (c2-5)
Level #6 (c2-6)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 25 | Assassin Wizard |
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Desert Gift | ||
Solutions | |||||
Pre-era non-hardmode (credits to Moszuke) | |||||
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Pre-era hardmode | |||||
Winter Challenges (Region 3)
Level #1 (c3-1)
Level #2 (c3-2)
Level #3 (c3-3)
Level #4 (c3-4)
Level #5 (c3-5)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 200 | Unknown |
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Mjölnir | ||
Solutions | |||||
Pre-era non-hardmode (credits to @miner#2281) | |||||
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Pre-era hardmode | |||||
Level #6 (c3-6)
Underground Challenges (Region 4)
Level #1 (c4-1)
Level #2 (c4-2)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 500 | Assassin and Tank |
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+3% damage per completed challenge | ||
Solutions | |||||
Pre-era non-hardmode (credits to XenoDarth) | |||||
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Pre-era hardmode | |||||
Level #3 (c4-3)
Level #4 (c4-4)
Level #5 (c4-5)
Level #6 (c4-6)
Volcano Challenges (Region 5)
Level #1 (c5-1)
Level #2 (c5-2)
Level #3 (c5-3)
Level #4 (c5-4)
Level #5 (c5-5)
Level #6 (c5-6)
High Mountain Challenges (Region 6)
Level #1 (c6-1)
Level #2 (c6-2)
Level #3 (c6-3)
Level #4 (c6-4)
Level #5 (c6-5)
Level #6 (c6-6)
Jungle Challenges (Region 7)
Level #1 (c7-1)
Level #2 (c7-2)
Level #3 (c7-3)
Level #4 (c7-4)
Level #5 (c7-5)
Level #6 (c7-6)
Metallic Ruins Challenges (Region 8)
Level #1 (c8-1)
Level #2 (c8-2)
Level #3 (c8-3)
Level #4 (c8-4)
Level #5 (c8-5)
Level #6 (c8-6)
Beach Challenges (Region 9)
Level #1 (c9-1)
Level #2 (c9-2)
Level #3 (c9-3)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 200 | Unknown |
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+1% Sea Mile generation Factor in the Shipyard per completed challenge | ||
Solutions | |||||
Pre-era non-hardmode | |||||
Pre-era hardmode | |||||
Level #4 (c9-4)
Level #5 (c9-5)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 175 | Unknown |
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Base Shipment count is increased by +100% in formulas involving the shipment count. | ||
Solutions | |||||
Pre-era non-hardmode | |||||
Pre-era hardmode | |||||
Level #6 (c9-6)
Ocean Challenges (Region 10)
Level #1 (c10-1)
Level #2 (c10-2)
Level #3 (c10-3)
Level #4 (c10-4)
Level #5 (c10-5)
Level #6 (c10-6)
Neutral Challenges (Region 11)
Level #1 (c11-1)
Level #2 (c11-2)
Level #3 (c11-3)
Level #4 (c11-4)
Level #5 (c11-5)
Level #6 (c11-6)
Dark Realm Challenges (Region 12)
Level #1 (c12-1)
Level #2 (c12-2)
Level #3 (c12-3)
Level #4 (c12-4)
Level #5 (c12-5)
Level #6 (c12-6)
Heaven Challenges (Region 13)
Level #1 (c13-1)
Level #2 (c13-2)
Level #3 (c13-3)
Level #4 (c13-4)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 150 | Unknown |
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+1% Arcade Token reward factor per completed challenge | ||
Solutions | |||||
Pre-era non-hardmode | |||||
Pre-era hardmode | |||||