Difference between revisions of "Desert"
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m (Updated module icons to use Template:Module.) |
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|medium=18340 | |medium=18340 | ||
|hard=403948 | |hard=403948 | ||
− | |insane=3. | + | |insane=3.408E+07 |
− | |nightmare=2. | + | |nightmare=2.852E+10 |
− | |impossible=5. | + | |impossible=5.236E+16 |
}} | }} | ||
The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]]. The Desert features a sandy wasteland filled with fossils and cacti. | The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]]. The Desert features a sandy wasteland filled with fossils and cacti. | ||
Line 14: | Line 14: | ||
Completing wave 100 in this region unlocks the [[Winter]] region. | Completing wave 100 in this region unlocks the [[Winter]] region. | ||
− | == Modules == | + | ==Challenges== |
+ | {{See also|Challenge Mode}} | ||
+ | {| class="wikitable" | ||
+ | !Name!!Enemies!!Goals!!Rules!!Rewards | ||
+ | |- | ||
+ | !Level #1 | ||
+ | | style="text-align: center;" |{{Element|Light}} | ||
+ | |Reach wave 250 | ||
+ | |{{collapsible|width=400|Rules| | ||
+ | * Max. 10 modules in total | ||
+ | * Max 2 offensive modules | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | * Modules start at Level 0 | ||
+ | * Utility modules keep their original tier and level | ||
+ | * Enemies don't drop XP}} | ||
+ | | +1 exotic gem per | ||
+ | completed challenge | ||
+ | |- | ||
+ | !Level #2 | ||
+ | | style="text-align: center;" |{{Element|Nature}} {{Element|Air}} | ||
+ | |Reach wave 175 | ||
+ | |{{collapsible|width=400|Rules| | ||
+ | * Max 8 offensive modules | ||
+ | * No defensive modules | ||
+ | * No utility modules | ||
+ | * No ultimate modules | ||
+ | * Modules have to be maxed T2 or above | ||
+ | * Modules will be set to maxed T2}} | ||
+ | |{{Module|Utility|size=30px}} '''Energy Flow''' | ||
+ | |- | ||
+ | !Level #3 | ||
+ | | style="text-align: center;" |{{Element|Electricity}} | ||
+ | |Reach wave 300 | ||
+ | |{{collapsible|width=400|Rules| | ||
+ | * Max. 6 modules in total | ||
+ | * Max 3 defensive modules | ||
+ | * No ultimate modules | ||
+ | * Modules have to be maxed T2 or above | ||
+ | * Modules will be set to maxed T2}} | ||
+ | |{{Module|Offensive|size=30px}} '''Headhunting''' | ||
+ | |- | ||
+ | !Level #4 | ||
+ | | style="text-align: center;" |{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}} | ||
+ | |Reach wave 400 | ||
+ | |{{collapsible|width=400|Rules| | ||
+ | * Max. 6 modules in total | ||
+ | * Modules have to be maxed T3 or above | ||
+ | * Modules will be set to maxed T3}} | ||
+ | |{{Module|Defensive|size=30px}} '''Advanced Heal''' | ||
+ | |- | ||
+ | !Level #5 | ||
+ | | style="text-align: center;" |{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}} | ||
+ | |Reach wave 150 | ||
+ | |{{collapsible|width=400|Rules| | ||
+ | * Max. 8 modules in total | ||
+ | * Max 2 offensive modules | ||
+ | * Max 2 defensive modules | ||
+ | * Max 2 utility modules | ||
+ | * Max 2 ultimate modules | ||
+ | * Modules have to be maxed T4 or above | ||
+ | * Modules will be set to maxed T4}} | ||
+ | |{{Module|Defensive|size=30px}} '''Sandstorm''' | ||
+ | |- | ||
+ | !Level #6 | ||
+ | | style="text-align: center;" |{{Element|Light}} {{Element|Nature}} | ||
+ | |Reach wave 25 | ||
+ | |{{collapsible|width=400|Rules| | ||
+ | * Max. 12 modules in total | ||
+ | * Max 1 offensive modules | ||
+ | * No defensive modules | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | * Enemies have only 0.1% of their original health | ||
+ | * Enemy damage is multiplied by 100}} | ||
+ | |{{Module|Defensive|size=30px}} '''Desert Gift''' | ||
+ | |} | ||
+ | |||
+ | ==Modules== | ||
{{See also|Modules}} | {{See also|Modules}} | ||
− | {| class= | + | |
+ | {| class="wikitable sortable" | ||
!Type!!Name!!Unlock Condition | !Type!!Name!!Unlock Condition | ||
|- | |- | ||
− | | | + | |<center>{{Module|Defensive|size=30px}}</center>||'''Simple Heal'''||Wave 1 |
+ | |- | ||
+ | |<center>{{Module|Utility|size=30px}}</center>||'''Energy'''||Wave 1 | ||
|- | |- | ||
− | | | + | |<center>{{Module|Utility|size=30px}}</center>||'''Energy Regeneration'''||Wave 1 |
|- | |- | ||
− | | | + | |<center>{{Module|Defensive|size=30px}}</center>||'''Granite Foundation'''||Wave 10 |
|- | |- | ||
− | | | + | |<center>{{Module|Offensive|size=30px}}</center>||'''Light Attack'''||Random 5% |
|- | |- | ||
− | | | + | |<center>{{Module|Offensive|size=30px}}</center>||'''Air Attack'''||Random 5% |
|- | |- | ||
− | | | + | |<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Attack'''||Random 5% |
|- | |- | ||
− | | | + | |<center>{{Module|Offensive|size=30px}}</center>||'''Light Burst'''||Random 2% |
|- | |- | ||
− | | | + | |<center>{{Module|Offensive|size=30px}}</center>||'''Air Burst'''||Random 2% |
|- | |- | ||
− | | | + | |<center>{{Module|Offensive|size=30px}}</center>||'''Electricity Burst'''||Random 2% |
|- | |- | ||
− | | | + | |<center>{{Module|Defensive|size=30px}}</center>||'''Light Resistance'''||Random 5% |
|- | |- | ||
− | | | + | |<center>{{Module|Defensive|size=30px}}</center>||'''Air Resistance'''||Random 5% |
|- | |- | ||
− | | | + | |<center>{{Module|Defensive|size=30px}}</center>||'''Electricity Resistance'''||Random 5% |
|- | |- | ||
− | | | + | |<center>{{Module|Offensive|size=30px}}</center> |
+ | |'''Light / Air/ Electricity / Fire Crit''' | ||
+ | |Random 1% | ||
|} | |} | ||
− | == Town Assets == | + | ==Town Assets== |
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100: | The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100: | ||
:[[File:Cactus town asset.png|40px|Cactus]] Cactus | :[[File:Cactus town asset.png|40px|Cactus]] Cactus | ||
:[[File:Bones town asset.png|40px|Bones]] Bones | :[[File:Bones town asset.png|40px|Bones]] Bones | ||
− | :[[File:Sandstone town asset.png|40px|Sandstone]] | + | :[[File:Sandstone town asset.png|40px|Sandstone]] Sand rock 3 |
{{PerfectNavigation}} | {{PerfectNavigation}} |
Latest revision as of 23:58, 23 August 2023
Desert | |
---|---|
Lanes | 6 |
Enemies | |
Difficulties | |
Easy | 781% |
Medium | 18,340% |
Hard | 403,948% |
Insane | 34.08 M% (3.408e7%) |
Nightmare | 28.52 B% (2.852e10%) |
Impossible | 52.36 Qa% (5.236e16%) |
The Desert is the second region in the game, unlocked after completing wave 100 on Forest. The Desert features a sandy wasteland filled with fossils and cacti.
Completing wave 100 in this region unlocks the Winter region.
Challenges
- See also: Challenge Mode
Modules
- See also: Modules
Type | Name | Unlock Condition |
---|---|---|
Simple Heal | Wave 1 | |
Energy | Wave 1 | |
Energy Regeneration | Wave 1 | |
Granite Foundation | Wave 10 | |
Light Attack | Random 5% | |
Air Attack | Random 5% | |
Electricity Attack | Random 5% | |
Light Burst | Random 2% | |
Air Burst | Random 2% | |
Electricity Burst | Random 2% | |
Light Resistance | Random 5% | |
Air Resistance | Random 5% | |
Electricity Resistance | Random 5% | |
Light / Air/ Electricity / Fire Crit | Random 1% |
Town Assets
The following town assets are unlocked after completing wave 100: