Difference between revisions of "Modules"
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Yoshi128986 (talk | contribs) (add martyrdom) |
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A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(1.55e+81)'' | A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(1.55e+81)'' | ||
− | There are currently ''' | + | There are currently '''394''' modules available to unlock (as of v0.48.2). |
[[File:TowerTesting Bumps.png|thumb|right|Icon Art of all modules unlockable from Regions in Tower Testing |link=Special:FilePath/TowerTesting_Bumps.png]] | [[File:TowerTesting Bumps.png|thumb|right|Icon Art of all modules unlockable from Regions in Tower Testing |link=Special:FilePath/TowerTesting_Bumps.png]] | ||
Line 2,755: | Line 2,755: | ||
|Reduces the cooldown of all active modules by 20% but prevents their energy cost from getting lower than 20% of the Tower's max. energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower. | |Reduces the cooldown of all active modules by 20% but prevents their energy cost from getting lower than 20% of the Tower's max. energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower. | ||
|DAMAGE COOLDOWN COST COMMUNITY | |DAMAGE COOLDOWN COST COMMUNITY | ||
+ | |- | ||
+ | |<center>{{Module|Legendary|size=30px}}</center>||'''Martyrdom''' | ||
+ | |250|| || ||Hint: <spoiler>"Kaboom?"</spoiler> | ||
+ | |Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage. | ||
+ | |REACTIVE DAMAGE FIRE COMMUNITY | ||
|} | |} | ||
Latest revision as of 18:13, 8 October 2024
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the workshop with resources, or can be upgraded temporarily during tower testing with experience or gems. Modules have tiers, with higher tiers being unlocked after upgrading the Headquarters
A collection of modules is called a Blueprint. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. (1.55e+81)
There are currently 394 modules available to unlock (as of v0.48.2).
Contents
Types of Modules
There are various kinds of modules to find.
Active vs Passive
Modules will be either active or passive.
Active
Active modules require manual activation.
Some need to be aimed, while others activate immediately on use.
Passive
Passive modules can be improvements to the core stats of your tower.
They can also activate automatically upon meeting their conditions.
Offensive, Defensive, Utility & Ultimate
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.
Offensive
Offensive increase the damage of your tower in some way.
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.
Defensive
Defensive modules improve your tower's ability to survive attacks.
They can be improvements to health/health regeneration, or damage reduction, etc.
Utility
Utility modules do not directly improve offense or defense, but instead have other effects.
They can do things like supply energy for skills, or generate resources for example.
Ultimate
Ultimate modules provide special, usually powerful bonuses.
Special & Legendary
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.
Both types are quite rare to find, though Legendary modules do not count towards Museum statictics and achievements.
Upgrading Modules
Modules can be upgraded in a Tower Testing run with experience or gems, or permanently upgraded inside the workshop.
Upgrading modules will increase their effects or their chance to activate.
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)
Tiers
You can extend the maximum tier of most modules by prestiging inside the headquarters.
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.
Unlocking Modules
Modules are unlocked in a variety of different ways. For details on unlocking each module, see List of Modules.
Modules can be unlocked in a variety of ways:
- Regions (see below)
- Laboratory
- Completing Challenges
- Arcade
- Workshop
- Researching Artifacts
- Asteroid Mining
Regions
Each region drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.
The formula for calculating the final drop chance of a module is:
Bdc × Pb × Df × Log10(Cw / 10)
Where:
- Bdc is the base drop chance of the module
- Pb is the multiplier from any player bonuses
- Df is the difficulty factor from the current region difficulty
- Cw is the current wave reached upon round end
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.
For farming modules base there are 3 methods based on your Military Tier
For Military Tier 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.
For Military Tier 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance
For Military Tier 8+ (spoiler)
Drop Chance Bonuses
There are 3 player drop chance bonuses currently:
- The Analysis skill obtained from the workshop
- The Power Plant 2nd floor
- The Sign Artifact in the museum
- Winter Challenge 1
- Global Boosts
Difficulty Factor
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:
Difficulty | Factor |
---|---|
Easy | x1 |
Medium | x1.5 |
Hard | x1.5 |
Insane | x2 |
Nightmare | x2.25 |
Impossible | x2.5 |
List of Modules
Normal
Default
Regional
Type | Name | Max. Tier | Active | Unlock Location | Unlock Condition | Description | Tags | Upgrade Formula |
---|---|---|---|---|---|---|---|---|
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 | Tier 1+: 50% + 7.5% × (t-1), 2 + (t-1) | ||
Multishot | 5 | R01: Forest | Wave 30 | Provides a chance to shoot more missiles in order to hit additional targets on an attack. | CHANCE AREA | Tier 1+: 50% + 10% × (t-1), 2 + (t-1) | ||
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 | Tier 1: 50000, 3% Tier 2: 630000, 4% | ||
Fire Attack | 250 | R01: Forest | Random 5% | Provides the tower some basic Fire damage on every attack. | FIRE DAMAGE | Tier 1: 120000 Tier 2: 600000 | ||
Fire Burst | 250 | R01: Forest | Random 2% | Provides the Tower a 20% chance to deal additional Fire damage on an attack. | FIRE CHANCE DAMAGE | Tier 1: 300000 Tier 2: 1.5e6/1.5M | ||
Nature Attack | 250 | R01: Forest | Random 5% | Provides the tower some basic Nature damage on every attack. | NATURE DAMAGE | Tier 1: 120000 Tier 2: 600000 | ||
Nature Burst | 250 | R01: Forest | Random 2% | Provides the tower a 20% chance to deal additional Nature damage on an attack. | NATURE CHANCE DAMAGE | Tier 1: 300000 Tier 2: 1.5e6/1.5M | ||
Earth Attack | 250 | R01: Forest | Random 5% | Provides the tower some basic Earth damage on every attack. | EARTH DAMAGE | Tier 1: 120000 Tier 2: 600000 | ||
Earth Burst | 250 | R01: Forest | Random 2% | Provides the Tower a 20% chance to deal additional Earth damage on an attack. | EARTH CHANCE DAMAGE | Tier 1: 300000 Tier 2: 1.5e6/1.5M | ||
Nature Crit | 5 | R01: Forest | Random 2% | Provides a chance to multiply your projectile's Nature damage. | NATURE CHANCE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12 Tier 5+: 80%, x12 + x2 × (t-5) | ||
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 | Tier 1+: 50% + 10% × (t-1) | ||
Fire Resistance | 5 | R01: Forest | Random 5% | Reduces incoming Fire damage by a percent based amount. | FIRE RESISTANCE | Tier 1-4: 60% + 10% × (t-1) Tier 5: 99% | ||
Nature Resistance | 5 | R01: Forest | Random 5% | Reduces incoming Nature damage by a percent based amount. | NATURE RESISTANCE | Tier 1-4: 60% + 10% × (t-1) Tier 5: 99% | ||
Earth Resistance | 5 | R01: Forest | Random 5% | Reduces incoming Earth damage by a percent based amount. | EARTH RESISTANCE | Tier 1-4: 60% + 10% × (t-1) Tier 5: 99% | ||
Wave Resources | 250 | R01: Forest | Wave 50 | Produces a fixed amount of Town Resources at the beginning of a new wave. | RESOURCES WAVE | Tier 1-6: 1000 × 10^(t-1) Tier 7+: 1.5e8/150M × 1.5^(t-7) | ||
Light Attack | 250 | R02: Desert | Random 5% | Provides the tower some basic Light damage on every attack. | LIGHT DAMAGE | Tier 1: 120000 Tier 2: 600000 | ||
Light Burst | 250 | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Light damage on an attack. | LIGHT CHANCE DAMAGE | Tier 1: 300000 Tier 2: 1.5e6/1.5M | ||
Air Attack | 250 | R02: Desert | Random 5% | Provides the tower some basic Air damage on every attack. | AIR DAMAGE | Tier 1: 120000 Tier 2: 600000 | ||
Air Burst | 250 | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Air damage on an attack. | AIR CHANCE DAMAGE | Tier 1: 300000 Tier 2: 1.5e6/1.5M | ||
Electricity Attack | 250 | R02: Desert | Random 5% | Provides the tower some basic Electricity damage on every attack. | ELECTRICITY DAMAGE | Tier 1: 120000 Tier 2: 600000 | ||
Electricity Burst | 250 | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Electricity damage on an attack. | ELECTRICITY CHANCE DAMAGE | Tier 1: 300000 Tier 2: 1.5e6/1.5M | ||
Light Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Light damage. | LIGHT CHANCE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12 Tier 5+: 80%, x12 + x2 × (t-5) | ||
Air Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Air damage. | AIR CHANCE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12 Tier 5+: 80%, x12 + x2 × (t-5) | ||
Electricity Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Electricity damage. | ELECTRICITY CHANCE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12 Tier 5+: 80%, x12 + x2 × (t-5) | ||
Fire Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Fire damage. | FIRE CHANCE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12 Tier 5+: 80%, x12 + x2 × (t-5) | ||
Simple Heal | 250 | Yes | R02: Desert | Wave 1 | Instantly heals the tower by a specific amount of hitpoints. | ACTIVE INSTANT HEALTH | Tier 1: 100000 Tier 2: 500000 | |
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 | Tier 1: 5e7/50M, 70% Tier 2: 7.5e9/7.5B, 60% | ||
Light Resistance | 5 | R02: Desert | Random 5% | Reduces incoming Light damage by a percent based amount. | LIGHT RESISTANCE | Tier 1-4: 60% + 10% × (t-1) Tier 5: 99% | ||
Air Resistance | 5 | R02: Desert | Random 5% | Reduces incoming Air damage by a percent based amount. | AIR RESISTANCE | Tier 1-4: 60% + 10% × (t-1) Tier 5: 99% | ||
Electricity Resistance | 5 | R02: Desert | Random 5% | Reduces incoming Electricity damage by a percent based amount. | ELECTRICITY RESISTANCE | Tier 1-4: 60% + 10% × (t-1) Tier 5: 99% | ||
Energy | 250 | R02: Desert | Wave 1 | Provides the tower with Energy which can be used to activate active skills. | ENERGY | Tier 1: 100 Tier 2: 750 | ||
Energy Regeneration | 10 | R02: Desert | Wave 1 | Provides the tower the ability to passively regenerate energy. | ENERGY REGENERATION | Tier 1+: 1% × t | ||
Darkness Attack | 250 | R03: Winter | Random 5% | Provides the tower some basic Darkness damage on every attack. | DARKNESS DAMAGE | Tier 1: 120000 Tier 2: 600000 | ||
Darkness Burst | 250 | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional Darkness on an attack. | DARKNESS CHANCE DAMAGE | Tier 1: 300000 Tier 2: 1.5e6/1.5M | ||
Water Attack | 250 | R03: Winter | Random 5% | Provides the tower some basic Water damage on every attack. | WATER DAMAGE | Tier 1: 120000 Tier 2: 600000 | ||
Water Burst | 250 | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional Water damage on an attack. | WATER CHANCE DAMAGE | Tier 1: 300000 Tier 2: 1.5e6/1.5M | ||
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 | Tier 1: 10000 Tier 2: 200000 | ||
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 | Tier 1: 20%, 1s Tier 2: 23%, 1.2s | ||
Darkness Crit | 5 | R03: Winter | Random 1% | Provides a chance to multiply your projectile's Darkness damage. | DARKNESS CHANCE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12 Tier 5+: 80%, x12 + x2 × (t-5) | ||
Water Crit | 5 | R03: Winter | Random 1% | Provides a chance to multiply your projectile's Water damage. | WATER CHANCE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12 Tier 5+: 80%, x12 + x2 × (t-5) | ||
Earth Crit | 5 | R03: Winter | Random 1% | Provides a chance to multiply your projectile's Earth damage. | EARTH CHANCE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12 Tier 5+: 80%, x12 + x2 × (t-5) | ||
Darkness Resistance | 5 | R03: Winter | Random 5% | Reduces incoming Darkness damage by a percent based amount. | DARKNESS RESISTANCE | Tier 1-4: 60% + 10% × (t-1) Tier 5: 99% | ||
Water Resistance | 5 | R03: Winter | Random 5% | Reduces incoming Water damage by a percent based amount. | WATER RESISTANCE | Tier 1-4: 60% + 10% × (t-1) Tier 5: 99% | ||
Basic Shield | 250 | R03: Winter | Wave 50 | Provides the tower with a shield that absorbs damage. | SHIELD | Tier 1: 2e6/2M Tier 2: 2.5e7/25M | ||
Boss Shield | 5 | R03: Winter | Random 1.2% | Reduces the incoming damage from Boss enemies. | REACTIVE BLOCK BOSS | Tier 1+: 70% + 5% × (t-1) | ||
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 | Tier 1+: 20% × t | ||
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 | Tier 1+: 10% + 2% × (t-1) | ||
Darkness Armor | 150 | R04: Underground | Random 5% | Reduces incoming Darkness damage by a fixed amount. | DARKNESS ARMOR | Tier 1+: 1000 × 10 ^ (t-1) | ||
Air Armor | 150 | R04: Underground | Random 5% | Reduces incoming Air damage by a fixed amount. | AIR ARMOR | Tier 1+: 1000 × 10 ^ (t-1) | ||
Earth Armor | 150 | R04: Underground | Random 5% | Reduces incoming Earth damage by a fixed amount. | EARTH ARMOR | Tier 1+: 1000 × 10 ^ (t-1) | ||
Nature Armor | 150 | R04: Underground | Random 5% | Reduces incoming Nature damage by a fixed amount. | NATURE ARMOR | Tier 1+: 1000 × 10 ^ (t-1) | ||
Shelter | 250 | R04: Underground | Random 1% | Provides a chance to fully block incoming damage if the tower hitpoints are below 50%. | REACTIVE BLOCK | Tier 1: 10%
Tier 2: 20% Tier 3: 25% Tier 4: 30% Tier 5: 40% Tier 6+: 40% + .2% × t | ||
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 | Tier 1-6: 15% 1-2 × 10 ^ (t-1)
Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6) | ||
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 | Tier 1+: 20% × t | ||
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 | Tier 1+: 20% × t | ||
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 | Tier 1: 500000
Tier 2: 2.5e6/2.5M Tier 3: 1.25e8/125M Tier 4: 5e8/500M Tier 5: 7.5e10/75B Tier 6+: 7.5e10/75B * 2^(t-6) | |
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 | Tier 1: 60000
Tier 2: 250000 Tier 3: 3.25e6/3.25M Tier 4: 1.75e7/17.5M Tier 5: 5e8/500M Tier 6+: 1.25e9/1.25B * 2^(t-6) | ||
Light Armor | 150 | R05: Volcano | Random 5% | Reduces incoming Light damage by a fixed amount. | LIGHT ARMOR | Tier 1+: 1000 × 10 ^ (t-1) | ||
Fire Armor | 150 | R05: Volcano | Random 5% | Reduces incoming Fire damage by a fixed amount. | FIRE ARMOR | Tier 1+: 1000 × 10 ^ (t-1) | ||
Water Armor | 150 | R05: Volcano | Random 5% | Reduces incoming Water damage by a fixed amount. | WATER ARMOR | Tier 1+: 1000 × 10 ^ (t-1) | ||
Electricity Armor | 150 | R05: Volcano | Random 5% | Reduces incoming Electricity damage by a fixed amount. | ELECTRICITY ARMOR | Tier 1+: 1000 × 10 ^ (t-1) | ||
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 | Tier 1: 16666.667, 50%
Tier 2: 375000, 60% Tier 3: 900000, 70% Tier 4: 2e6/2M, 80% Tier 5: 2.2857e7/22.857M, 90% Tier 6+: 4e7/40M * 2^(t-6), 90% | ||
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 | Tier 1: 10%, 380
Tier 2: 15%, 1300 Tier 3: 20%, 6391 Tier 4: 25%, 19464 Tier 5: 30%, 189000 Tier 6+: 30%, 300015 * 1.5^(t- | ||
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 | Tier 1: 5000
Tier 2: 100000 Tier 3: 1.5e6/1.5M Tier 4: 7.5e6/7.5M Tier 5: 4.5e7/45M Tier 6+: 6e7/60M * 2^(t-6) | ||
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 | Tier 1: 5000
Tier 2: 100000 Tier 3: 1.5e6/1.5M Tier 4: 7.5e6/7.5M Tier 5: 4.5e7/45M Tier 6+: 6e7/60M * 2^(t-6) | ||
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 | Tier 1: 5000
Tier 2: 100000 Tier 3: 1.5e6/1.5M Tier 4: 7.5e6/7.5M Tier 5: 4.5e7/45M Tier 6+: 6e7/60M * 2^(t-6) | ||
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 | Tier 1: 5000
Tier 2: 100000 Tier 3: 1.5e6/1.5M Tier 4: 7.5e6/7.5M Tier 5: 4.5e7/45M Tier 6+: 6e7/60M * 2^(t-6) | ||
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 | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% | ||
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 | Tier 1+: 10% + 5% * (t-1) | ||
Bulletproof | 5 | R06: High Mountain | Random 0.9% | Provides resistance against incoming damage from ranged units like archers and wizards. | REACTIVE BLOCK ARCHER WIZARD | Tier 1+: 70% + 5% * (t-1) | ||
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 | Tier 1+: 6% * t | ||
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 | Tier 1: 100000
Tier 2: 500000 Tier 3: 2.5e6/2.5M Tier 4: 1e7/10M Tier 5: 7.5e7/75M Tier 6+: 2.25e8/225M * 2^(t-6) | |
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 | Tier 1: 5000
Tier 2: 100000 Tier 3: 1.5e6/1.5M Tier 4: 7.5e6/7.5M Tier 5: 4.5e7/45M Tier 6+: 6e7/60M * 2^(t-6) | ||
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 | Tier 1: 5000
Tier 2: 100000 Tier 3: 1.5e6/1.5M Tier 4: 7.5e6/7.5M Tier 5: 4.5e7/45M Tier 6+: 6e7/60M * 2^(t-6) | ||
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 | Tier 1: 5000
Tier 2: 100000 Tier 3: 1.5e6/1.5M Tier 4: 7.5e6/7.5M Tier 5: 4.5e7/45M Tier 6+: 6e7/60M * 2^(t-6) | ||
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 | Tier 1: 5000
Tier 2: 100000 Tier 3: 1.5e6/1.5M Tier 4: 7.5e6/7.5M Tier 5: 4.5e7/45M Tier 6+: 6e7/60M * 2^(t-6) | ||
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 | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% | ||
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 | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% | ||
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 | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% | ||
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 | Tier 1+: 10% + 5% * (t-1) | ||
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 | Tier 1+: 10% + 5% * (t-1) | ||
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 | Tier 1+: 10% + 5% * (t-1) | ||
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 | Tier 1: 10000 - 100000
Tier 2: 40000 - 250000 Tier 3: 100000 - 3M/3e6 Tier 4: 2M/2e6 - 60M/6e7 Tier 5: 35M/3.5e7 - 400M/4e8 Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6) | ||
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 | Damage:
Tier 1: x30 Tier 2: x60 Tier 3: x115 Tier 4: x220 Tier 5: x425 Tier 6+: x1030 + 1005*(t-6)
Tier 1-5: -(90% - 5%*(t-1)) Tier 6+: -(69% - 0.1%*(t-6)) | ||
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 | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% | ||
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 | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% | ||
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 | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% | ||
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 | Tier 1+: 10% + 5% * (t-1) | ||
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 | Tier 1+: 10% + 5% * (t-1) | ||
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 | Tier 1+: 10% + 5% * (t-1) | ||
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 | Health:
Tier 1: 15M/1.5e7 Tier 2: 675M/6.75e8 Tier 3: 2.7B/2.7e9 Tier 4: 9B/9e9 Tier 5: 144B/1.44e11 Tier 6+: 304B/3.04e11 * 2^(t-6)
Tier 1+: /(100 + 50*(t-1)) | ||
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 | Damage:
Tier 1: 200000 Tier 2: 1.2M/1.2e6 Tier 3: 80M/8e7 Tier 4: 750M/7.5e8 Tier 5: 4B/4e9 Tier 6+: 12B/1.2e10 * 2^(t-6)
Tier 1+: min(25% + 5%*(t-1), 45%) | ||
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 | Tier 1: 20%, 1 sec
Tier 2: 23%, 1.2 sec Tier 3: 25%, 1.5 sec Tier 4: 28%, 2 sec Tier 5: 33%, 2.5 sec | ||
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 | Tier 1+: 10% * t | ||
Super Multishot | 5 | Yes | R09: Beach | Random 0.8% | Instantly fires a missile at multiple targets around the tower. | ACTIVE INSTANT AREA | Cooldown:
Tier 1+: (7 - t)) sec
Tier 1+: 40 + 5*(t-1) | |
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 | Tier 1+: 10% + 5% * (t-1) | ||
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 | Tier 1+: 10 + 10*t | ||
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 | Tier 1+: 10 + 10*t | ||
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 | Tier 1+: 10 + 10*t | ||
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 | Tier 1+: 10 + 10*t | ||
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 | Tier 1+: 10 + 10*t | ||
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 | Tier 1+: 10 + 10*t | ||
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 | Tier 1+: 10 + 10*t | ||
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 | Tier 1+: 10 + 10*t | ||
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 | Tier 1+: (20*t)% | ||
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 | Cooldown:
Tier 1+: max(7 - 1*(t-1), 3)
Tier 1-5: 20 + 10*(t-1) Tier 5+: 55 + t | |
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 | Damage:
Tier 1: 40000 Tier 2: 600000 Tier 3: 18M/1.8e7 Tier 4: 80M/8e7 Tier 5: 500M/5e8 Tier 6+: 800M/8e8 * 2^(t-6)
Tier 1+: min(50% + 5%*(t-1), 70%) | ||
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 | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
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 | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
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 | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
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 | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
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 | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
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 | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
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 | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
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 | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
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 | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% | ||
Frost Aura | 5 | R10: Ocean | Random 0.8% | Slows the movement speed of enemies in a 20M radius around the tower. | AURA SLOW DEBUFF | Tier 1: 30%
Tier 2: 45% Tier 3: 50% Tier 4: 65% Tier 5: 80% | ||
Anti-Neutral Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Neutral enemies. | NEUTRAL DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
Anti-Fire Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Fire enemies. | FIRE DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
Anti-Water Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Water enemies. | WATER DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
Anti-Earth Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Earth enemies. | EARTH DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
Anti-Air Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Air enemies. | AIR DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
Anti-Electricity Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Electricity enemies. | ELECTRICITY DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
Anti-Nature Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Nature enemies. | NATURE DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
Anti-Light Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Light enemies. | LIGHT DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
Anti-Darkness Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Darkness enemies. | DARKNESS DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
Anti-Universal Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Universal enemies. | UNIVERSAL DAMAGE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
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 | Tier 1+: 10 + 10*t | ||
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 | Tier 1+: 10 + 10*t | ||
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 {resistance} . (Counts as neutral/universal resistance in the stats menu.)
|
NETURAL UNIVERSAL HEALTH RESISTANCE | Health:
Tier 1: 25000 Tier 2: 600000 Tier 3: 1.5M (1.5e6) Tier 4: Tier 5: 40M (4e7) Tier 6+: 2^(t-1) *
Tier 1-6: 200*t Tier 7+: 900 + 50*t | ||
Anti-Darkness Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Darkness enemies by max(tier - 1, 4) .
|
DARKNESS CHANCE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: max(t-1, 4). | ||
Anti-Fire Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Fire enemies by max(tier - 1, 4) .
|
FIRE CHANCE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: max(t-1, 4). | ||
Anti-Earth Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Earth enemies by max(tier - 1, 4) .
|
EARTH CHANCE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: max(t-1, 4). | ||
Anti-Water Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Water enemies by max(tier - 1, 4) .
|
WATER CHANCE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: max(t-1, 4). | ||
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 | Tier 1-5: x(3 + 2*t)
Tier 6+: x(10.2 + 0.51*t) | ||
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 | Tier 1-5: x(3 + 2*t)
Tier 6+: x(10.2 + 0.51*t) | ||
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 | Tier 1-5: x(3 + 2*t)
Tier 6+: x(10.2 + 0.51*t) | ||
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 | Tier 1-5: x(3 + 2*t)
Tier 6+: x(10.2 + 0.51*t) | ||
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 | Tier 1-5: x(3 + 2*t)
Tier 6+: x(10.2 + 0.51*t) | ||
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 | Tier 1-5: x(3 + 2*t)
Tier 6+: x(10.2 + 0.51*t) | ||
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 | Tier 1-5: x(3 + 2*t)
Tier 6+: x(10.2 + 0.51*t) | ||
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 | Tier 1-5: x(3 + 2*t)
Tier 6+: x(10.2 + 0.51*t) | ||
Anti-Light Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Light enemies by max(tier - 1, 4) .
|
LIGHT CHANCE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: max(t-1, 4). | ||
Anti-Nature Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Nature enemies by max(tier - 1, 4) .
|
NATURE CHANCE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: max(t-1, 4). | ||
Anti-Air Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Air enemies by max(tier - 1, 4) .
|
AIR CHANCE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: max(t-1, 4). | ||
Anti-Electricity Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Electricity enemies by max(tier - 1, 4) .
|
ELECTRICITY CHANCE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: max(t-1, 4). | ||
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 | Tier 1+: 0.4 + 0.03*t | ||
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 | Tier 1+: 0.4 + 0.03*t | ||
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 | Tier 1+: 0.4 + 0.03*t | ||
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 | Tier 1+: 0.4 + 0.03*t | ||
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 | Tier 1+: 0.4 + 0.03*t | ||
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 | Tier 1+: 0.4 + 0.03*t | ||
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 | Tier 1+: 0.4 + 0.03*t | ||
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 | Tier 1+: 0.4 + 0.03*t | ||
Fire Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Fire damage. | FIRE BLOCK CHANCE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
Water Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Water damage. | WATER BLOCK CHANCE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
Air Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Air damage. | AIR BLOCK CHANCE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
Electricity Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Electricity damage. | ELECTRICITY BLOCK CHANCE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
Darkness Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Darkness damage. | DARKNESS BLOCK CHANCE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
Earth Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Earth damage. | EARTH BLOCK CHANCE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
Nature Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Nature damage. | NATURE BLOCK CHANCE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
Light Block | 250 | R14: Universe | Random 1% | Provides a chance to fully block incoming Light damage. | LIGHT BLOCK CHANCE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
L.O.S.O Drone System | 100 | Yes | Hint: [4] |
Spawns {drones} 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 | Drones:
Tier 1-5: 2+t Tier 6+: floor(6.2 + 0.2*t)
Tier 1+: min(10 + 5*t, 35) | ||
Neutral Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Neutral damage dealt by the tower for 45 seconds. | NEUTRAL ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Fire Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Fire damage dealt by the tower for 45 seconds. | FIRE ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Water Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Water damage dealt by the tower for 45 seconds. | WATER ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Nature Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Nature damage dealt by the tower for 45 seconds. | NATURE ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Air Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Air damage dealt by the tower for 45 seconds. | AIR ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Earth Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Earth damage dealt by the tower for 45 seconds. | EARTH ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Light Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Light damage dealt by the tower for 45 seconds. | LIGHT ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Darkness Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Darkness damage dealt by the tower for 45 seconds. | DARKNESS ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Electricity Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Electricity damage dealt by the tower for 45 seconds. | ELECTRICITY ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Universal Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Universal damage dealt by the tower for 45 seconds. | UNIVERSAL ACTIVE INSTANT DAMAGE BUFF | Tier 1+: 20*t | |
Super Tower | 5 | Yes | R15: Chaos | Wave 100 | Boosts the tower attack speed by 20 + 10*tier %, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.
|
ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED | Duration:
Tier 1-4: (20 + 10*t) sec Tier 5: 80 sec | |
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 | Tier 1+: (2*t)% |
Laboratory
Type | Name | Max. Tier | Active | Unlock Location | Unlock Condition | Description | Tags |
---|---|---|---|---|---|---|---|
Fire Taste | 5 | Experiment: Fire | 100°C | Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | FIRE DAMAGE | ||
Fire Breath | 250 | Experiment: Fire | 3,000°C | Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage. | FIRE CHANCE AREA DAMAGE | ||
Combustion | 5 | Experiment: Fire | 75,000°C | Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies. | FIRE CHANCE DAMAGE | ||
Shield of Fire | 5 | Experiment: Fire | 950,000°C | Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower. | FIRE REACTIVE DAMAGE | ||
Incineration | 250 | Experiment: Fire | 5,000,000°C (5M°C or 5e6°C) |
Increases Fire damage based on the current hitpoint percentage of the primary target. | FIRE DAMAGE | ||
Water Taste | 5 | Experiment: Water | 50L (15°C) | Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | WATER DAMAGE | ||
Frost Nova | 5 | Yes | Experiment: Water | 75L (0°C) | Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds. | ACTIVE INSTANT AREA STUN DEBUFF | |
Shield of Frost | 5 | Experiment: Water | 200L (-10°C) | Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again. | REACTIVE SLOW DEBUFF | ||
Shatter | 5 | Experiment: Water | 500L (-20°C) | Increases water damage dealt against stunned or frozen enemies. | WATER DAMAGE STUN | ||
Extinguish | 5 | Experiment: Water | 1000L (-22°C) | Provides a chance to instantly destroy a fire enemy on an attack. | CHANCE DAMAGE FIRE | ||
Glacier Spikes | 50 | Yes | Experiment: Water | 2500L (-40°C) | Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds. | WATER ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF | |
Absolute Zero | 1 | Experiment: Water | 100L (-273°C) | Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. Why did you go that far? | TIME | ||
Nature Taste | 5 | Experiment: Nature | 3 Plants | Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | NATURE DAMAGE | ||
Adaptive Regeneration | 10 | Experiment: Nature | 6 Plants | Automatically repairs the tower by an amount based on its maximum hitpoints. | HEALTH REGENERATION | ||
Shield of Nature | 5 | Experiment: Nature | 9 Plants | Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration. | REACTIVE HEALTH REGENERATION | ||
Violent Seeds | 5 | Yes | Experiment: Nature | 12 Plants | Continuously increases the towers Nature damage until the end of the duration. | NATURE ACTIVE INSTANT BUFF | |
Rejuvenate | 5 | Experiment: Nature | 16 Plants | Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration. | HEALTH REGENERATION | ||
Gaia's Path | 250 | Experiment: Nature | 22 Plants | Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets. | NATURE AREA DAMAGE | ||
Nature's Wrath | 100 | Experiment: Nature | 26 Plants | Amplifies Nature projectile damage dealt against Neutral enemies. | NEUTRAL DAMAGE | ||
Daybloom | 5 | Experiment: Nature | 30 Plants | Applies a part of module and damage factor related Light damage bonus to Nature damage as well. | NATURE LIGHT DAMAGE | ||
Gigantic vines | 5 | Yes | Experiment: Nature | 35 Plants | Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them. | NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF | |
Earth Taste | 5 | Experiment: Earth | 1,750 kg/m³ | Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | EARTH DAMAGE | ||
Steel Foundation | 250 | Experiment: Earth | 6,000 kg/m³ | A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage. | EARTH FIRE AIR NEUTRAL HEALTH RESISTANCE | ||
Gravel | 5 | Experiment: Earth | 30,000 kg/m³ | Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage. | REACTIVE STUN BLOCK | ||
Titanium Hull | 100 | Yes | Experiment: Earth | 125,000 kg/m³ | Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds. | ACTIVE INSTANT ARMOR RESISTANCE BUFF | |
Avalanche | 5 | Experiment: Earth | 2.5M kg/m³ (2.5e6 kg/m³) |
Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1. | EARTH DAMAGE | ||
Earthquake | 250 | Yes | Experiment: Earth | 55M kg/m³ (55e6 kg/m³) |
Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth. | EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF | |
Electricity Taste | 5 | Experiment: Electricity | 5000 J | Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | ELECTRICITY DAMAGE | ||
Lightning | 250 | Yes | Experiment: Electricity | 250000 J | Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds. | ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF | |
Overcharge | 5 | Experiment: Electricity | 1.25M J
(1.25e6 J) |
Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy. | ELECTRICITY REACTIVE ATTACKSPEED | ||
Transformator | 5 | Experiment: Electricity | 50M J
(50e6 J) |
Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy. | ELECTRICITY SHIELD | ||
Shock ward | 5 | Yes | Experiment: Electricity | 1B J
(1e9 J) |
Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing. | ACTIVE GROUND STUN DEBUFF | |
Darkness Taste | 5 | Experiment: Darkness | 5 Particles | Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | DARKNESS DAMAGE | ||
Heartstopper Aura | 5 | Experiment: Darkness | 15 Particles | Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness. | DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK | ||
Shield of Darkness | 250 | Experiment: Darkness | 30 Particles | Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive. | DARKNESS REACTIVE BLOCK | ||
Unholy Aura | 30 | Experiment: Darkness | 50 Particles | Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type. | DARKNESS FIRE EARTH NATURE AURA DEBUFF | ||
Unholy Missile | 250 | Experiment: Darkness | 75 Particles | Increases the damage based on the current missing hitpoint percentage of the primary target. | DARKNESS DAMAGE | ||
Light Taste | 5 | Experiment: Light | 1 Image | Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | LIGHT DAMAGE | ||
Dispel | 5 | Yes | Experiment: Light | 3 Images | Removes a negative buff from the tower. | ACTIVE INSTANT | |
Dryness Aura | 30 | Experiment: Light | 5 Images | Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type. | LIGHT WATER AIR ELECTRICITY AURA DEBUFF | ||
Recharge | 5 | Yes | Experiment: Light | 10 Images | Instantly refills the towers energy to 100%. | ACTIVE INSTANT ENERGY | |
Air Taste | 5 | Experiment: Air | 202,650 Pa | Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified. | AIR DAMAGE | ||
Shield of Air | 5 | Experiment: Air | 1.01M Pa (1.01e6 Pa) |
Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive. | REACTIVE BLOCK | ||
Air Slice | 250 | Experiment: Air | 5.07M Pa (5.07e6 Pa) |
Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed. | CHANCE AREA DAMAGE SLOW DEBUFF | ||
Simple Evasion | 250 | Experiment: Neutral | 50 | Provides the tower a small chance to fully negate incoming damage. | REACTIVE BLOCK | ||
Lifesteal | 250 | Experiment: Neutral | 2,500 | Converts a part of the attack damage dealt back to health for the tower. | HEALTH LIFESTEAL | ||
Impetus | 5 | Experiment: Neutral | 10,000 | Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | DAMAGE | ||
Reflect | 5 | Experiment: Neutral | 20,000 | Damages attackers by a part of their own attackdamage. | NEUTRAL REACTIVE DAMAGE | ||
Defiance | 5 | Experiment: Neutral | 125,000 | Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds. | REACTIVE BLOCK STUN DEBUFF | ||
Critical Strike | 5 | Experiment: Neutral | 6.5M (6.5e6) | Provides a chance to deal more damage on an attack. | CHANCE DAMAGE | ||
Universal Attack | 250 | Experiment: Universal | >= 1.5G | Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements. | UNIVERSAL DAMAGE | ||
Emergency Critical | 250 | Experiment: Universal | >= 1.8G | Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance. | CHANCE DAMAGE | ||
Universal Shield | 5 | Experiment: Universal | <= -0.5G | Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked. | REACTIVE BLOCK | ||
Temporal Barrier | 5 | Yes | Experiment: Universal | <= -1.75G | Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run. | ACTIVE INSTANT REACTIVE BLOCK BUFF | |
Lucky Shot | 100 | Experiment: Gems | 1 Stack (9 grids) | Provides a small chance to multiply your damage by an amount on an attack. | DAMAGE | ||
Phasing | 5 | Experiment: Gems | 5 Stacks (45 grids) | A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0. | REACTIVE BLOCK | ||
Generic Resistance | 10 | Experiment: Exotic | 1 Fabric of reality | Reduce any incoming damage by a percentage based amount. | RESISTANCE | ||
Division Shield | 250 | Experiment: Exotic | 1000 Fabrics of reality | Divides incoming damage by a fixed amount. Affects all damage types. | REACTIVE BLOCK |
Arcade
Type | Name | Max. Tier | Active | Unlock Location | Unlock Condition | Description | Tags |
---|---|---|---|---|---|---|---|
Death Wish | 250 | Arcade: Lucky Wheel | Increases outgoing damage by a certain % and incoming damage by half of that amount. | DAMAGE WEAKEN | |||
Desperado | 250 | Yes | Arcade: Lucky Wheel | Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times. | NEUTRAL ACTIVE INSTANT AREA DAMAGE | ||
Strike Back | 5 | Arcade: Lucky Wheel | Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%. | REACTIVE ATTACKSPEED BUFF | |||
Energy Recycling | 5 | Arcade: Lucky Wheel | Reduces the energy cost of all modules that require energy. | ENERGY COST | |||
Redirect | 5 | Yes | Arcade: Lucky Wheel | Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time. | ELECTRICITY ACTIVE INSTANT BUFF | ||
Refined Armor | 50 | Arcade: Lucky Wheel | Multiplies each armor type of the tower by a constant value. | NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT ARMOR | |||
Power of the Cat | 5 | Arcade: Jumble | Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect. | REACTIVE BLOCK | |||
Fracture | 100 | Yes | Arcade: Jumble | Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor. | ACTIVE INSTANT BUFF RESISTANCE DAMAGE | ||
Neutral Response | 5 | Yes | Arcade: Jumble | Turns all non-neutral enemies on the map into neutral type enemies. | NEUTRAL ACTIVE INSTANT | ||
Void | 5 | Yes | Arcade: Jumble | Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it. | NEUTRAL ACTIVE AREA NEUTRAL | ||
Reboot | 1 | Yes | Arcade: Jumble | Sets the current hitpoints of the tower to EXACTLY 1 | ACTIVE INSTANT HEALTH | ||
Rak's Curse | 1 | Yes | Arcade: Adventure | Hint:[̴̛̤̠0̶̮͚̚]̶̡͙̉ |
On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. Rak created this curse with the power of lost savegames.
Note: The buff lasts until the round ends. |
COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION | |
Immolation | 250 | Yes | Arcade: Perfect Space | Beat Perfect Space with Railgun | Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers. | FIRE ACTIVE TOGGLEABLE DAMAGE | |
Aura Enhancement | 250 | Arcade: Perfect Space | Beat Perfect Space with Rocket Launcher | Increases the radius of all aura modules for a certain amount of time. Every module with "aura" in its name is considered an aura. | ACTIVE INSTANT AURA BUFF | ||
Tactical Maneuver | 250 | Yes | Arcade: Perfect Space | Beat Perfect Space with Double Cannon | Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time. | ACTIVE INSTANT COOLDOWN BUFF | |
Defense Overload | 250 | Arcade: Perfect Space | Beat Perfect Space with Drones | Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times. | BUFF BLOCK SHIELD | ||
Cooling Cell | 100 | Yes | Arcade: Perfect Space | Beat Perfect Space with Gatling Gun | Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus. | ACTIVE INSTANT COOLDOWN | |
Borf | 1 | Arcade: Perfect Space | Beat Perfect Space with Gauss Cannon | Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100% | COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN | ||
Daigoparry | 5 | Arcade: Secret | Secret: |
Parry the next 15 hits that would kill you | REACTIVE BLOCK |
Mine
Type | Name | Max. Tier | Active | Unlock Location | Unlock Condition | Description | Tags |
---|---|---|---|---|---|---|---|
Awareness | 5 | Yes | Mine: Second Floor | Random 1% [1] | Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.) | ACTIVE INSTANT XP BUFF | |
Radar | 10 | Yes | Mine: Second Floor | Random 0.5% [1] | Doubles the tower's attack range for a certain amount of time. | ACTIVE INSTANT RANGE BUFF | |
Checkerboard Aura | 30 | Mine: Second Floor | Random 0.5% [1] | Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type. | NEUTRAL UNIVERSAL AURA DEBUFF | ||
Magical Orbs | 5 | Yes | Mine: Second Floor | Random 0.5% [1] | Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds. | ACTIVE INSTANT STUN DEBUFF |
Challenges
Boss Artifacts
Type | Name | Max. Tier | Active | Unlock Location | Unlock Condition | Description | Tags |
---|---|---|---|---|---|---|---|
Energy Sphere | 250 | Yes | Boss 1 | Artifact: Energy Sphere | Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower. | TOGGLEABLE REFLECT ENERGY | |
Metal Plating | 5 | Boss 2 | Artifact: Metal Plating | A certain amount of electricity damage is prevented and instead dealt to a nearby enemy. | ELECTRICITY REACTIVE DAMAGE BLOCK | ||
Toxic Piranha Ivy | 100 | Yes | Boss 2 | Artifact: Vine Monster | Spawns a poisonous vine that emits a highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds. | NATURE | |
Fire Bomb | 250 | Yes | Boss 3 | Artifact: Incendiary Device | Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius. | FIRE ACTIVE GROUND AREA DAMAGE |
Other
Type | Name | Max. Tier | Active | Unlock Location | Unlock Condition | Description | Tags |
---|---|---|---|---|---|---|---|
Bluecat's Harmonizer | 250 | Hint: [8] |
Reduces the cooldown of all active modules by 20% but prevents their energy cost from getting lower than 20% of the Tower's max. energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower. | DAMAGE COOLDOWN COST COMMUNITY | |||
Martyrdom | 250 | Hint: |
Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage. | REACTIVE DAMAGE FIRE COMMUNITY |
Era
ERA Experiment refers to "Workshop Stairs >> ERA >> Experiment (third tab)"
Type | Name | Max. Tier | Active | Unlock Location | How or Base Chance to Unlock | Description | Tags |
---|---|---|---|---|---|---|---|
Bulwark | 5 | ERA Experiment: Neutral | 2% | Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000. | NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR | ||
Neutral Amplifier | 5 | ERA Experiment: Neutral | 4% | Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies. | NEUTRAL | ||
Shield Amplifier | 5 | ERA Experiment: Neutral | 6% | Multiplies the maximum shieldpoints of the tower by a constant factor. | SHIELD | ||
XP Bonus | 25 | ERA Experiment: Neutral | 3% | Increases the amount of experience gained for destroying enemies. | XP | ||
Pressurize | 250 | ERA Experiment: Neutral | 5% | Provides a chance to turn destroyed enemies into some gems. | GEMS CHANCE | ||
Fiery Aura | 250 | ERA Experiment: Fire | 4% | Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount. | FIRE AURA DAMAGE | ||
Solar Strike | 5 | ERA Experiment: Fire | 5% | Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element. | NATURE CHANCE DAMAGE | ||
Ice Breath | 250 | ERA Experiment: Water | 4% | Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds. | WATER CHANCE AREA STUN DEBUFF | ||
Frost Splash | 5 | ERA Experiment: Water | 5% | Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects. | CHANCE AREA SLOW | ||
Tideshift | 5 | Yes | ERA Experiment: Water | 2% | Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears. | ACTIVE INSTANT SLOW DEBUFF | |
Stoneskin | 5 | ERA Experiment: Earth | 3% | Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well. | REACTIVE STUN | ||
Advanced Shield | 250 | ERA Experiment: Earth | 2% | Provides the tower with an advanced shield, but disables health regeneration. | SHIELD REGENERATION | ||
Shockwave | 250 | Yes | ERA Experiment: Earth | 4% | Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way. | EARTH ACTIVE INSTANT DAMAGE STUN DEBUFF | |
Growth | 5 | ERA Experiment: Nature | 3% | Increases the maximum hitpoints over time. | HEALTH | ||
Photosynthesis | 50 | ERA Experiment: Nature | 4% | Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round. | NATURE LIGHT | ||
Stream of Life | 5 | Yes | ERA Experiment: Nature | 1% | Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff. | NATURE ACTIVE INSTANT DAMAGE BUFF | |
Conductor | 5 | ERA Experiment: Electricity | 3% | Converts a part of the incoming damage to shield points. | REACTIVE SHIELD | ||
Relay | 5 | ERA Experiment: Electricity | 2% | Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy. | ELECTRICITY CHANCE AREA | ||
Hurricane | 5 | Yes | ERA Experiment: Air | 2% | Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%. | AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF | |
Whirlwind Aura | 5 | ERA Experiment: Air | 3% | Slows the attackspeed of nearby enemies. | SLOW DEBUFF AURA | ||
Dark Sacrifice | 5 | Yes | ERA Experiment: Darkness | 2% | Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time | DARKNESS ACTIVE INSTANT BUFF | |
Google's Influence | 250 | Yes | ERA Experiment: Darkness | 1% | Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain "spells" (active modules), "passive" (passive area effects) and "auras" (modules with aura in their name). Starts off with "spells". Google_HQ's influence made this module suddenly appear. | ACTIVE INSTANT BUFF AREA AURA COMMUNITY | |
Immortality Shield | 5 | Yes | ERA Experiment: Light | 1% | Completely nullifies any incoming damage for a certain amount of time. | ACTIVE INSTANT BLOCK BUFF | |
Refresh | 5 | Yes | ERA Experiment: Light | 2% | Resets the cooldown of all other modules when used. | ACTIVE INSTANT COOLDOWN | |
Magical Protection | 5 | ERA Experiment: Light | 6% | Removes a negative buff once in a while. | AURA | ||
Generic Armor | 100 | ERA Experiment: Universal | 5% | Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%. | UNIVERSAL ARMOR | ||
Gravitational Impact | 5 | ERA Experiment: Universal | 2% | Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal. | UNIVERSAL DAMAGE | ||
Unfolding | 5 | ERA Experiment: Universal | 2% | Increases the maximum shieldpoints over time. | SHIELD | ||
Knight's Boost Of Power | 5 | ERA Experiment: Universal | 1% | This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. By KnightJR | TOGGLEABLE ATTACKSPEED RANGE COMMUNITY | ||
Focused Multishot | 5 | ERA Experiment: Universal | 1% | Provides a chance to attack all units around the primary target. | AREA | ||
Super Tower 2 | 5 | Yes | ERA Experiment: Universal | 1% | Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4. | ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF | |
Magical Stone of Floof | 100 | Yes | Hint: [2] |
Increases resources gained from destroyed enemies and from the module Transmute. Floof created this module by controlling chaos. | COMMUNITY ACTIVE RESOURCES INSTANT | ||
Kit's Toolkit | 250 | Hint: [5] |
Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1. | DAMAGE | |||
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 | ||
Confusion Field | 250 | Yes | Hint: [7] |
All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15sec. radius depends on tier. | ACTIVE AREA CONTROL COMMUNITY | ||
Dice of Fate | 5 | Boss 4 | Artifact: Dice of Fate | Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff. | BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN |
Infinity
All Infinity modules are unlocked on the Infinity Grid, with the only exceptions being Infinity Foundation and Infinity Attack. All infinity modules have only 1 Tier. The infinity grid starts in the center with Infinity Foundation (indicated by 13 on the map below), and can be traversed outwards in four directions.
Infinity Grid Map | ||||||||
---|---|---|---|---|---|---|---|---|
1 | 2 | |||||||
3 | ||||||||
4 | 5 | 6 | ||||||
7 | 8 | 9 | ||||||
10 | 11 | 12 | 13 | 14 | 15 | |||
16 | 17 | 18 | 19 | 20 | ||||
21 | 22 | 23 | ||||||
24 | 25 | |||||||
26 | 27 | 28 |
Undiscovered
This section contains a list of modules that were added to the game whose exact unlock conditions have not yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available. (Table currently empty)
Type | Name | Max. Tier | Active | Unlock Location | Unlock Condition | Description | Tags |
---|
Module DB
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).
Trivia
- Cost of Infinity modules was increased with Trading Post rework, and then changed entirely with the Infinity rework
- There is "Nature's Touch" but there isn't any other element. (ex : Flame's Touch)
- The "Nature's Touch" module used to be the only module with punctuation in its name.
- Before the Military Perks Update (v0.9.0 B1), 'Anti-<element> Projectile' modules were 'Boost' modules and 'Anti-<element> Crit' modules were '<element> Crit'.
- In one of the Beta versions, there was a module named "Test.Hp.Name" that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.
- In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called "Snap of Destiny" which wasn't properly added into the game until 4 months after.
- The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).
- The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for Supporter Modules to be created, exclusive to the Divine Quasar tier, and limited to 1 module per person.
- These modules have the #COMMUNITY tag.
- Supporter Modules are made with the ideas from a supporter but they have to be "balanced or balance-able" and "non-game-breaking".
- As of the current update, v0.29.0, there are 9 Supporter Modules in the game.
- Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.
- The Legendary module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.
Footnotes
- Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.
- Floof's Secret:
- Bude's Secret:
- Loso's Secret:
- Kit's Secret:
- Gnarly Obsidian:
- Confusion Field:
- Bluecat's Secret