Modules
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. (7.7e+1976)
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, or special.
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
Special modules provide unusual bonuses and are quite rare to find.
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
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
There are currently 306 modules available to unlock.
Normal
Type | Name | Max. Tier | Active | Unlock Location | Unlock Condition | Description | Element | Tags |
---|---|---|---|---|---|---|---|---|
Basic Attack | 250 | N/A | Unlocked from start | Provides the tower some basic Neutral damage. | Neutral | DAMAGE | ||
Attack Speed | 5 | N/A | Unlocked from start | Modifies the towers attack speed. | ATTACKSPEED | |||
Stone Foundation | 250 | N/A | Unlocked from start | A very basic foundation for the tower which increases its hitpoints. | HEALTH | |||
Basic Regeneration | 250 | N/A | Unlocked from start | Supplies the tower with the ability to slowly regenerate itself. | HEALTH REGENERATION | |||
Basic Bouncing | 5 | R01: Forest | Wave 10 | Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit. | CHANCE AREA | |||
Multishot | 5 | R01: Forest | Wave 30 | Provides a chance to shoot more missiles in order to hit additional targets on an attack. | CHANCE AREA | |||
Nature's Touch | 250 | R01: Forest | Wave 40 | Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt. | Nature | DAMAGE LIFESTEAL | ||
Fire Attack | 250 | R01: Forest | Random 5% | Provides the tower some basic Fire damage on every attack. | Fire | DAMAGE | ||
Fire Burst | 250 | R01: Forest | Random 2% | Provides the Tower a 20% chance to deal additional Fire damage on an attack. | Fire | CHANCE DAMAGE | ||
Nature Attack | 250 | R01: Forest | Random 5% | Provides the tower some basic Nature damage on every attack. | Nature | DAMAGE | ||
Nature Burst | 250 | R01: Forest | Random 2% | Provides the tower a 20% chance to deal additional Nature damage on an attack. | Nature | CHANCE DAMAGE | ||
Earth Attack | 250 | R01: Forest | Random 5% | Provides the tower some basic Earth damage on every attack. | Earth | DAMAGE | ||
Earth Burst | 250 | R01: Forest | Random 2% | Provides the Tower a 20% chance to deal additional Earth damage on an attack. | Earth | CHANCE DAMAGE | ||
Nature Crit | 5 | R01: Forest | Random 2% | Provides a chance to multiply your projectile's Nature damage. | Nature | CHANCE DAMAGE | ||
Elemental Resistance | 5 | R01: Forest | Wave 20 | Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental. | Fire Water Earth Air Nature Light Darkness Electricity | RESISTANCE | ||
Fire Resistance | 5 | R01: Forest | Random 5% | Reduces incoming Fire damage by a percent based amount. | Fire | RESISTANCE | ||
Nature Resistance | 5 | R01: Forest | Random 5% | Reduces incoming Nature damage by a percent based amount. | Nature | RESISTANCE | ||
Earth Resistance | 5 | R01: Forest | Random 5% | Reduces incoming Earth damage by a percent based amount. | Earth | RESISTANCE | ||
Wave Resources | 250 | R01: Forest | Wave 50 | Produces a fixed amount of Town Resources at the beginning of a new wave. | RESOURCES WAVE | |||
Light Attack | 250 | R02: Desert | Random 5% | Provides the tower some basic Light damage on every attack. | Light | DAMAGE | ||
Light Burst | 250 | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Light damage on an attack. | Light | CHANCE DAMAGE | ||
Air Attack | 250 | R02: Desert | Random 5% | Provides the tower some basic Air damage on every attack. | Air | DAMAGE | ||
Air Burst | 250 | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Air damage on an attack. | Air | CHANCE DAMAGE | ||
Electricity Attack | 250 | R02: Desert | Random 5% | Provides the tower some basic Electricity damage on every attack. | Electricity | DAMAGE | ||
Electricity Burst | 250 | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional Electricity damage on an attack. | Electricity | CHANCE DAMAGE | ||
Light Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Light damage. | Light | CHANCE DAMAGE | ||
Air Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Air damage. | Air | CHANCE DAMAGE | ||
Electricity Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Electricity damage. | Electricity | CHANCE DAMAGE | ||
Fire Crit | 5 | R02: Desert | Random 1% | Provides a chance to multiply your projectile's Fire damage. | Fire | CHANCE DAMAGE | ||
Simple Heal | 250 | Yes | R02: Desert | Wave 1 | Instantly heals the tower by a specific amount of hitpoints. | ACTIVE INSTANT HEALTH | ||
Granite Foundation | 250 | R02: Desert | Wave 10 | A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 50%. | HEALTH ATTACKSPEED | |||
Light Resistance | 5 | R02: Desert | Random 5% | Reduces incoming Light damage by a percent based amount. | Light | RESISTANCE | ||
Air Resistance | 5 | R02: Desert | Random 5% | Reduces incoming Air damage by a percent based amount. | Air | RESISTANCE | ||
Electricity Resistance | 5 | R02: Desert | Random 5% | Reduces incoming Electricity damage by a percent based amount. | Electricity | RESISTANCE | ||
Energy | 250 | R02: Desert | Wave 1 | Provides the tower with Energy which can be used to activate active skills. | ENERGY | |||
Energy Regeneration | 10 | R02: Desert | Wave 1 | Provides the tower the ability to passively regenerate energy. | ENERGY REGENERATION | |||
Darkness Attack | 250 | R03: Winter | Random 5% | Provides the tower some basic Darkness damage on every attack. | Darkness | DAMAGE | ||
Darkness Burst | 250 | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional Darkness on an attack. | Darkness | CHANCE DAMAGE | ||
Water Attack | 250 | R03: Winter | Random 5% | Provides the tower some basic Water damage on every attack. | Water | DAMAGE | ||
Water Burst | 250 | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional Water damage on an attack. | Water | CHANCE DAMAGE | ||
Splash | 250 | R03: Winter | Random 1% | Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral. | Neutral | CHANCE AREA DAMAGE | ||
Bash | 5 | R03: Winter | Random 0.12% | Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack. | CHANCE STUN DEBUFF | |||
Darkness Crit | 5 | R03: Winter | Random 1% | Provides a chance to multiply your projectile's Darkness damage. | Darkness | CHANCE DAMAGE | ||
Water Crit | 5 | R03: Winter | Random 1% | Provides a chance to multiply your projectile's Water damage. | Water | CHANCE DAMAGE | ||
Earth Crit | 5 | R03: Winter | Random 1% | Provides a chance to multiply your projectile's Earth damage. | Earth | CHANCE DAMAGE | ||
Darkness Resistance | 5 | R03: Winter | Random 5% | Reduces incoming Darkness damage by a percent based amount. | Darkness | RESISTANCE | ||
Water Resistance | 5 | R03: Winter | Random 5% | Reduces incoming Water damage by a percent based amount. | Water | RESISTANCE | ||
Basic Shield | 250 | R03: Winter | Wave 50 | Provides the tower with a shield that absorbs damage. | SHIELD | |||
Boss shield | 5 | R03: Winter | Random 1.2% | Reduces the incoming damage from Boss enemies. | REACTIVE BLOCK BOSS | |||
Moon Energy | 5 | R03: Winter | Random 5% | Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%. | ENERGY REGENERATION | |||
Soul Harvesting | 5 | R04: Underground | Random 0.1% | Provides a chance to deal 33% of the primary targets current health as additional Darkness damage. | Darkness | CHANCE DAMAGE | ||
Darkness Armor | 250 | R04: Underground | Random 5% | Reduces incoming Darkness damage by a fixed amount. | Darkness | ARMOR | ||
Air Armor | 250 | R04: Underground | Random 5% | Reduces incoming Air damage by a fixed amount. | Air | ARMOR | ||
Earth Armor | 250 | R04: Underground | Random 5% | Reduces incoming Earth damage by a fixed amount. | Earth | ARMOR | ||
Nature Armor | 250 | R04: Underground | Random 5% | Reduces incoming Nature damage by a fixed amount. | Nature | ARMOR | ||
Shelter | 5 | R04: Underground | Random 1% | Provides a chance to fully block incoming damage if the tower hitpoints are below 50%. | REACTIVE BLOCK | |||
Transmute | 250 | R04: Underground | Random 0.5% | Provides a chance to convert dead enemies into additional town resources by using the power of alchemy. | RESOURCE CHANCE | |||
Offensive Pack | 5 | R04: Underground | Random 2% | Provides a chance to upgrade a random offensive module at the beginning of a new wave for free. | WAVE CHANCE MODULE | |||
Defensive Pack | 5 | R04: Underground | Random 2% | Provides a chance to upgrade a random defensive module at the beginning of a new wave for free. | WAVE CHANCE MODULE | |||
Firestorm | 250 | Yes | R05: Volcano | Random 1% | Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage. | Fire | ACTIVE GROUND AREA DAMAGE | |
Burning Attack | 250 | R05: Volcano | Random 0.1% | Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds. | Fire | CHANCE AREA DAMAGE | ||
Light Armor | 250 | R05: Volcano | Random 5% | Reduces incoming Light damage by a fixed amount. | Light | ARMOR | ||
Fire Armor | 250 | R05: Volcano | Random 5% | Reduces incoming Fire damage by a fixed amount. | Fire | ARMOR | ||
Water Armor | 250 | R05: Volcano | Random 5% | Reduces incoming Water damage by a fixed amount. | Water | ARMOR | ||
Electricity Armor | 250 | R05: Volcano | Random 5% | Reduces incoming Electricity damage by a fixed amount. | Electricity | ARMOR | ||
Magma Foundation | 250 | R05: Volcano | Wave 100 | A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40. | Fire Water | HEALTH RESISTANCE | ||
Divine Blessing | 250 | R06: High Mountain | Random 0.15% | Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value. | Light | CHANCE DAMAGE HEALTH | ||
Light Splash | 250 | R06: High Mountain | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light. | Light | AREA DAMAGE | ||
Fire Splash | 250 | R06: High Mountain | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire. | Fire | AREA DAMAGE | ||
Electricity Splash | 250 | R06: High Mountain | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity. | Electricity | AREA DAMAGE | ||
Air Splash | 250 | R06: High Mountain | Random 2% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air. | Air | AREA DAMAGE | ||
Air Shell | 5 | R06: High Mountain | Random 1% | Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | Air | RESISTANCE BUFF | ||
Air Barrier | 5 | R06: High Mountain | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0. | Air | REACTIVE DAMAGE | ||
Bulletproof | 5 | R06: High Mountain | Random 0.9% | Provides resistance against incoming damage from ranged units like archers and wizards. | REACTIVE BLOCK ARCHER WIZARD | |||
Shield Recharger | 5 | R06: High Mountain | Random 0.5% | Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds. | SHIELD REACTIVE REGENERATION | |||
Lifeleech | 250 | Yes | R07: Jungle | Random 1.5% | Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage. | ACTIVE INSTANT AREA LIFESTEAL | ||
Earth Splash | 250 | R07: Jungle | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth. | Earth | AREA DAMAGE | ||
Water Splash | 250 | R07: Jungle | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water. | Water | AREA DAMAGE | ||
Nature Splash | 250 | R07: Jungle | Random 2% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature. | Nature | AREA DAMAGE | ||
Darkness Splash | 250 | R07: Jungle | Random 0.9% | Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness. | Darkness | AREA DAMAGE | ||
Nature Shell | 5 | R07: Jungle | Random 1% | Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | Nature | RESISTANCE BUFF | ||
Earth Shell | 5 | R07: Jungle | Random 1% | Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | Earth | RESISTANCE BUFF | ||
Water Shell | 5 | R07: Jungle | Random 1% | Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | Water | RESISTANCE BUFF | ||
Nature Barrier | 5 | R07: Jungle | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0. | Nature | REACTIVE DAMAGE | ||
Earth Barrier | 5 | R07: Jungle | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0. | Earth | REACTIVE DAMAGE | ||
Water Barrier | 5 | R07: Jungle | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0. | Water | REACTIVE DAMAGE | ||
Sparks | 250 | R08: Metallic Ruins | Random 0.12% | Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack. | Electricity | DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK | ||
Fire Shell | 5 | R08: Metallic Ruins | Random 1% | Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | Fire | RESISTANCE BUFF | ||
Electricity Shell | 5 | R08: Metallic Ruins | Random 1% | Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | Electricity | RESISTANCE BUFF | ||
Light Shell | 5 | R08: Metallic Ruins | Random 1% | Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | Light | RESISTANCE BUFF | ||
Fire Barrier | 5 | R08: Metallic Ruins | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0. | Fire | REACTIVE DAMAGE | ||
Electricity Barrier | 5 | R08: Metallic Ruins | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0. | Electricity | REACTIVE DAMAGE | ||
Light Barrier | 5 | R08: Metallic Ruins | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0. | Light | REACTIVE DAMAGE | ||
Diamond Foundation | 250 | R08: Metallic Ruins | Random 1% | This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified. | HEALTH RESISTANCE | |||
Execution | 250 | R09: Beach | Random 1% | Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value. | Universal | DAMAGE | ||
Rapidfire | 5 | R09: Beach | Random 0.6% | Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed. | CHANCE BUFF ATTACKSPEED | |||
Advanced Splash | 5 | R09: Beach | Random 0.14% | Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself. | Neutral | CHANCE AREA DAMAGE | ||
Super Multishot | 5 | Yes | R09: Beach | Random 0.8% | Instantly fires a missile at multiple targets around the tower. | ACTIVE INSTANT AREA | ||
Darkness Barrier | 5 | R09: Beach | Random 1% | Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0. | Darkness | REACTIVE DAMAGE | ||
Fire Exchange | 5 | R09: Beach | Random 1% | Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage. | Fire | RESISTANCE | ||
Water Exchange | 5 | R09: Beach | Random 1% | Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage. | Water | RESISTANCE | ||
Earth Exchange | 5 | R09: Beach | Random 1% | Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage. | Earth | RESISTANCE | ||
Air Exchange | 5 | R09: Beach | Random 1% | Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage. | Air | RESISTANCE | ||
Nature Exchange | 5 | R09: Beach | Random 1% | Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage. | Nature | RESISTANCE | ||
Electricity Exchange | 5 | R09: Beach | Random 1% | Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage. | Electricity | RESISTANCE | ||
Light Exchange | 5 | R09: Beach | Random 1% | Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage. | Light | RESISTANCE | ||
Darkness Exchange | 5 | R09: Beach | Random 1% | Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage. | Darkness | RESISTANCE | ||
Sun Energy | 5 | R09: Beach | Random 5% | Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%. | ENERGY REGENERATION | |||
Ice Shards | 250 | R10: Ocean | Random 1% | Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds. | Water | DAMAGE SLOW DEBUFF | ||
Fire Impetus | 5 | R10: Ocean | Random 1% | Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | Fire | DAMAGE | ||
Water Impetus | 5 | R10: Ocean | Random 1% | Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | Water | DAMAGE | ||
Earth Impetus | 5 | R10: Ocean | Random 1% | Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | Earth | DAMAGE | ||
Air Impetus | 5 | R10: Ocean | Random 1% | Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | Air | DAMAGE | ||
Nature Impetus | 5 | R10: Ocean | Random 1% | Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | Nature | DAMAGE | ||
Electricity Impetus | 5 | R10: Ocean | Random 1% | Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | Electricity | DAMAGE | ||
Light Impetus | 5 | R10: Ocean | Random 1% | Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | Light | DAMAGE | ||
Darkness Impetus | 5 | R10: Ocean | Random 1% | Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives. | Darkness | DAMAGE | ||
Darkness Shell | 5 | R10: Ocean | Random 1% | Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | Darkness | RESISTANCE BUFF | ||
Frost Aura | 5 | R10: Ocean | Random 0.8% | Slows the movement speed of enemies in a 20M radius around the tower. | SLOW DEBUFF | |||
Anti-Neutral Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Neutral enemies. | Neutral | DAMAGE | ||
Anti-Fire Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Fire enemies. | Fire | DAMAGE | ||
Anti-Water Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Water enemies. | Water | DAMAGE | ||
Anti-Earth Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Earth enemies. | Earth | DAMAGE | ||
Anti-Air Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Air enemies. | Air | DAMAGE | ||
Anti-Electricity Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Electricity enemies. | Electricity | DAMAGE | ||
Anti-Nature Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Nature enemies. | Nature | DAMAGE | ||
Anti-Light Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Light enemies. | Light | DAMAGE | ||
Anti-Darkness Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Darkness enemies. | Darkness | DAMAGE | ||
Anti-Universal Projectiles | 250 | R11: Neutral | Random 1% | Increases the damage dealt against Universal enemies. | Universal | DAMAGE | ||
Neutral Exchange | 5 | R11: Neutral | Random 1% | Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage. | Neutral | RESISTANCE | ||
Universal Exchange | 5 | R11: Neutral | Random 1% | Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage. | Universal | RESISTANCE | ||
Marble Foundation | 250 | R11: Neutral | Random 0.5% | Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.) | Netural Universal | HEALTH RESISTANCE | ||
Anti-Darkness Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Darkness enemies by 4. | Darkness | CHANCE DAMAGE | ||
Anti-Fire Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Fire enemies by 4. | Fire | CHANCE DAMAGE | ||
Anti-Earth Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Earth enemies by 4. | Earth | CHANCE DAMAGE | ||
Anti-Water Crit | 5 | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against Water enemies by 4. | Water | CHANCE DAMAGE | ||
Fire Subsistence | 5 | R12: Dark Realm | Random 1% | Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | Fire | DAMAGE | ||
Water Subsistence | 5 | R12: Dark Realm | Random 1% | Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | Water | DAMAGE | ||
Earth Subsistence | 5 | R12: Dark Realm | Random 1% | Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | Earth | DAMAGE | ||
Air Subsistence | 5 | R12: Dark Realm | Random 1% | Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | Air | DAMAGE | ||
Nature Subsistence | 5 | R12: Dark Realm | Random 1% | Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | Nature | DAMAGE | ||
Light Subsistence | 5 | R12: Dark Realm | Random 1% | Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | Light | DAMAGE | ||
Darkness Subsistence | 5 | R12: Dark Realm | Random 1% | Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | Darkness | DAMAGE | ||
Electricity Subsistence | 5 | R12: Dark Realm | Random 1% | Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied. | Electricity | DAMAGE | ||
Anti-Light Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Light enemies by 4. | Light | CHANCE DAMAGE | ||
Anti-Nature Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Nature enemies by 4. | Nature | CHANCE DAMAGE | ||
Anti-Air Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Air enemies by 4. | Air | CHANCE DAMAGE | ||
Anti-Electricity Crit | 5 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against Electricity enemies by 4. | Electricity | CHANCE DAMAGE | ||
Fire Protection | 5 | R13: Heaven | Random 1% | Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | Fire | ARMOR | ||
Water Protection | 5 | R13: Heaven | Random 1% | Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | Water | ARMOR | ||
Air Protection | 5 | R13: Heaven | Random 1% | Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | Air | ARMOR | ||
Earth Protection | 5 | R13: Heaven | Random 1% | Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | Earth | ARMOR | ||
Nature Protection | 5 | R13: Heaven | Random 1% | Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | Nature | ARMOR | ||
Electricity Protection | 5 | R13: Heaven | Random 1% | Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | Electricity | ARMOR | ||
Light Protection | 5 | R13: Heaven | Random 1% | Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | Light | ARMOR | ||
Darkness Protection | 5 | R13: Heaven | Random 1% | Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active. | Darkness | ARMOR | ||
Fire Block | 5 | R14: Universe | Random 1% | Provides a chance to fully block incoming Fire damage. | Fire | BLOCK CHANCE | ||
Water Block | 5 | R14: Universe | Random 1% | Provides a chance to fully block incoming Water damage. | Water | BLOCK CHANCE | ||
Air Block | 5 | R14: Universe | Random 1% | Provides a chance to fully block incoming Air damage. | Air | BLOCK CHANCE | ||
Electricity Block | 5 | R14: Universe | Random 1% | Provides a chance to fully block incoming Electricity damage. | Electricity | BLOCK CHANCE | ||
Darkness Block | 5 | R14: Universe | Random 1% | Provides a chance to fully block incoming Darkness damage. | Darkness | BLOCK CHANCE | ||
Earth Block | 5 | R14: Universe | Random 1% | Provides a chance to fully block incoming Earth damage. | Earth | BLOCK CHANCE | ||
Nature Block | 5 | R14: Universe | Random 1% | Provides a chance to fully block incoming Nature damage. | Nature | BLOCK CHANCE | ||
Light Block | 5 | R14: Universe | Random 1% | Provides a chance to fully block incoming Light damage. | Light | BLOCK CHANCE | ||
Neutral Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Neutral damage dealt by the tower for 45 seconds. | Neutral | ACTIVE INSTANT DAMAGE BUFF | |
Fire Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Fire damage dealt by the tower for 45 seconds. | Fire | ACTIVE INSTANT DAMAGE BUFF | |
Water Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Water damage dealt by the tower for 45 seconds. | Water | ACTIVE INSTANT DAMAGE BUFF | |
Nature Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Nature damage dealt by the tower for 45 seconds. | Nature | ACTIVE INSTANT DAMAGE BUFF | |
Air Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Air damage dealt by the tower for 45 seconds. | Air | ACTIVE INSTANT DAMAGE BUFF | |
Earth Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Earth damage dealt by the tower for 45 seconds. | Earth | ACTIVE INSTANT DAMAGE BUFF | |
Light Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Light damage dealt by the tower for 45 seconds. | Light | ACTIVE INSTANT DAMAGE BUFF | |
Darkness Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Darkness damage dealt by the tower for 45 seconds. | Darkness | ACTIVE INSTANT DAMAGE BUFF | |
Electricity Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Electricity damage dealt by the tower for 45 seconds. | Electricity | ACTIVE INSTANT DAMAGE BUFF | |
Universal Focus | 5 | Yes | R15: Chaos | Random 1% | Increases Universal damage dealt by the tower for 45 seconds. | Universal | ACTIVE INSTANT DAMAGE BUFF | |
Super Tower | 5 | Yes | R15: Chaos | Wave 100 | Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%. | ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED | ||
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 | 5 | 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. | Fire Universal | CHANCE DAMAGE | ||
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%. | 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 increas the towers hp-regeneration. | REACTIVE HEALTH REGENERATION | |||
Violent Seeds | 5 | Yes | Experiment: Nature | 12 Plants | Continously 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 | 5 | 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 | 5A | 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 | 12A | 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 | 30A | 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 | 150A | 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 | 1000A | 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 | 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 | DEBUFF | ||
Unholy Missile | 5 | 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 | 5,000 LM | 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 | 12,500 LM | Removes a negative buff from the tower. | ACTIVE INSTANT | ||
Dryness Aura | 30 | Experiment: Light | 750,000 LM | 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 | DEBUFF | ||
Recharge | 5 | Yes | Experiment: Light | 6.25M LM
(6.25e6 LM) |
Instantly refills the towers energy to 100%. | ENERGY ACTIVE INSTANT | ||
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 | 5 | Experiment: Air | 5.07M Pa
(5.07M 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 | 5 | Experiment: Neutral | 50 | Provides the tower a small chance to fully neglect incoming damage. | REACTIVE BLOCK | |||
Lifesteal | 5 | Experiment: Neutral | 2,5 | 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 | <= -0.5 | 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 | <= -1.75 | Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance. | 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 | |||
Division Shield | 40 | Experiment: Exotic | 1 Fabric of reality | Divides incoming damage by a fixed amount. Affects all damage types. | REACTIVE BLOCK | |||
Death Wish | 250 | Arcade: Shop | 100 tokens | Increases outgoing damage by a certain % and incoming damage by half of that amount. | DAMAGE WEAKEN | |||
Desperado | 250 | Yes | Arcade: Shop | 100 tokens | 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: Shop | 100 tokens | Chance to gain an attackspeed buff when health below 60%. | REACTIVE ATTACKSPEED BUFF | |||
Energy Recycling | 5 | Arcade: Shop | 100 tokens | Reduces the energy cost of all modules that require energy. | ENERGY COST | |||
Redirect | 5 | Yes | Arcade: Reward | 100 tokens | 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 | |
Daigoparry | 5 | Arcade: Secret | Parry the next 15 hits that would kill you | REACTIVE BLOCK | ||||
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 | 5 | 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 | 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 | ||
Phoenix Bounce | 250 | Challenge: 1-1 | Challenge Completion | Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times. | Fire | AREA DAMAGE | ||
Stab Prevention | 5 | Challenge: 1-3 | Challenge Completion | Provides a chance to block incoming damage from assassins regardless of their elemental type. | REACTIVE BLOCK ASSASSIN | |||
Planned Strike | 5 | Challenge: 1-4 | Challenge Completion | Every 10 attack deals more damage. Switching targets does not reset the counter. | DAMAGE | |||
Universal | 1 | Challenge: 1-5 | Challenge Completion | Changes the base type of the tower from Netural to Universal and therefore applies all default strengths and weaknesses of Universal to it. | Universal | ELEMENT ARMOR | ||
Forest Gift | 5 | Challenge: 1-6 | Challenge Completion | Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value. | Neutral Fire Earth Nature | RESISTANCE | ||
Energy Flow | 5 | Challenge: 2-2 | Challenge Completion | Reduces the cooldown of active modules. | REGENERATION | |||
Headhunting | 250 | Challenge: 2-3 | Challenge Completion | Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses. | DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK | |||
Advanced Heal | 5 | Yes | Challenge: 2-4 | Challenge Completion | Instantly refills a percentage of the tower's maximum hitpoints. | ACTIVE INSTANT HEALTH | ||
Sandstorm | 20 | Yes | Challenge: 2-5 | Challenge Completion | Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map. | ACTIVE INSTANT SLOW DEBUFF | ||
Desert Gift | 5 | Challenge: 2-6 | Challenge Completion | Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value. | Neutral Light Fire Earth | RESISTANCE | ||
Metal Plating | 5 | Artifact: Metal Plating | A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy. | Electricity | REACTIVE DAMAGE BLOCK | |||
Fire Bomb | 250 | Yes | 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 |
Era
ERA Experiment refers to "Workshop Stairs >> ERA >> Experiment (third tab)"
Type | Name | Max. Tier | Active | Unlock Location | Description | Element | Tags |
---|---|---|---|---|---|---|---|
Bulwark | 5 | Era Experiment: Neutral | 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 | DAMAGE ARMOR | ||
Neutral Amplifier | 5 | Era Experiment: Neutral | Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies. | Neutral | |||
Shield Amplifier | 5 | Era Experiment: Neutral | Multiplies the maximum shieldpoints of the tower by a constant factor. | SHIELD | |||
XP Bonus | 25 | Era Experiment: Neutral | Increases the amount of experience gained for destroying enemies. | XP | |||
Pressurize | 250 | Era Experiment: Neutral | Provides a chance to turn destroyed enemies into some gems. | GEMS CHANCE | |||
Fiery Aura | 250 | Era Experiment: Fire | 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 bonsues and is applied independently from the %-based amount. | Fire | DAMAGE | ||
Solar Strike | 5 | Era Experiment: Fire | 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 | 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 | 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 | 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 | 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 | Provides the tower with an advanced shield, but disables health regeneration. | SHIELD REGENERATION | |||
Shockwave | 250 | Yes | Era Experiment: Earth | 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 | Increases the maximum hitpoints over time. | HEALTH | |||
Photosynthesis | 5 | Era Experiment: Nature | 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 | 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 | Converts a part of the incoming damage to shield points. | REACTIVE SHIELD | |||
Relay | 5 | Era Experiment: Electricity | 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 | 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 | |
Dark Sacrifice | 5 | Yes | Era Experiment: Darkness | Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time | Darkness | ACTIVE INSTANT BUFF | |
Immortality Shield | 5 | Yes | Era Experiment: Light | Completly nullifies any incoming damage for a ceartain amount of time. | ACTIVE INSTANT BLOCK BUFF | ||
Refresh | 5 | Yes | Era Experiment: Light | Resets the cooldown of all other moduels when used. | ACTIVE INSTANT COOLDOWN | ||
Magical Protection | 5 | Era Experiment: Light | Removes a negative buff once in a while. | AURA | |||
Gravitational Impact | 5 | Era Experiment: Universal | 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 | Increases the maximum shieldpoints over time. | SHIELD | |||
Focused Multishot | 5 | Era Experiment: Universal | Provides a chance to attack all units around the primary target. | AREA | |||
Super Tower 2 | 5 | Yes | Era Experiment: Universal | Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4. | ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF | ||
Dice of fate | 5 | 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. 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 |
Type | Name | Active | Grid Location | Unlock Cost | Description | Element | Tags |
---|---|---|---|---|---|---|---|
Super Tower 3 | Yes | 1 | 1 De (1e33) | Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100. | ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF | ||
Power Conversion | 2 | 100 No (1e32) | Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active! | REACTIVE ENERGY | |||
Quantum Fading | 3 | 10 No (1e31) | Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality. | REACTIVE BLOCK BUFF | |||
Eternal Wall | 4 | 1 No (1e30) | Tremendously increases the hitpoints of the tower by raising them to a specific power. | HEALTH | |||
Infinity Burst | 7 | 100 Oc (1e29) | Provides a 25% chance to deal additional Neutral infinity damage. | INFINITY DAMAGE CHANCE | |||
Quantum Speed | 10 | 10 Oc (1e28) | Provides the tower with the ability to reach much higher attack speed. | INFINITY ATTACKSPEED | |||
Storm Synergy | 11 | 1 Oc (1e27) | Deals two independent instances of infinity Water and Air damage. | Water Air | INFINITY DAMAGE | ||
Infinity Splash | 8 | 1 Oc (1e27) | Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage. | Neutral | CHANCE AREA INFINITY DAMAGE | ||
Infinity Shield | 12 | 100 Sp (1e26) | Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped. | INFINITY SHIELD | |||
Infinity Foundation | 13 | 10 Sp (1e25) | Allows the tower to survive attacks from infinity enemies. In exchange the maximum hitpoints, shield and hitpoint regeneration are reduced to x^0.5. | INFINITY HEALTH | |||
Infinity Attack | 14 | 100 Sp (1e26) | An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral. | INFINITY DAMAGE | |||
Infinity Critical | 9 | 1 Oc (1e27) | Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies. | CHANCE INFINITY DAMAGE | |||
Infinity Range | 6 | 10 Oc (1e28) | Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively. | RANGE | |||
Void Synergy | 5 | 100 Oc (1e29) | Deals two independent instances of infinity Light and Darkness damage. | Light Darkness | INFINITY DAMAGE | ||
Gaia Synergy | 15 | 1 Oc (1e27) | Deals two independent instances of infinity Earth and Nature damage. | Earth Nature | INFINITY DAMAGE | ||
Condense | 16 | 1 Oc (1e27) | Provides a small change to receive an exotic gem from destroying a Boss enemy. | CHANCE EXOTICS BOSS | |||
Infinity Impetus | 19 | 10 Oc (1e28) | Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference. | INFINITY DAMAGE | |||
Sun Synergy | 18 | 1 Oc (1e27) | Deals two independent instances of infinity Fire and Electricity damage. | Fire Electricity | INFINITY DAMAGE | ||
Death Aura | 17 | 10 Oc (1e28) | Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second. | Darkness | DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK | ||
Universal Infinity | 20 | 100 Oc (1e29) | Deals Universal infinity damage. | Universal | INFINITY DAMAGE | ||
Serious Missile | 21 | 1 No (1e30) | An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. | DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK | |||
Quantum Defense | 22 | 10 No (1e31) | Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage. | REACTIVE ENERGY BLOCK | |||
Infinity Reflect | 23 | 100 No (1e32) | Reflects a part of the incoming damage in form of neutral infinity damage. | Neutral | REACTIVE DAMAGE | ||
Snap of Destiny | Yes | 24 | 1 De (1e33) | Erases half of all enemies from the map. | ACTIVE INSTANT AREA INFINITY DAMAGE |
Trivia
- Cost of infinity modules was increased with Trading Post 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).
Footnotes
- Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.