Modules: Difference between revisions
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Latest revision as of 01:01, 7 October 2026
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 at least 400 modules in the game so the amount of possible builds is massive. (1.37e+65 or more)
There are currently 401 modules available to unlock (as of v1.0.14).
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 & Other
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. Legendary modules are not required for Museum statistic, nor 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 to 1. 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.
All modules except special modules cap at tier 250.
Tiering up costs 7500 * 12^(tier-1) Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)
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 7 player drop chance bonuses currently:
- The Analysis skill obtained from the workshop
- The Module Molecules skill obtained from the laboratory
- The Power Plant 2nd floor
- The Sign Artifact in the museum
- Winter Challenge 1
- Global Boosts
- Seasonal Events
Difficulty Factor
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4 (with the exception of Hard, unless it has a x2 multiplier), 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
Names, descriptions, tags and whether a module is active come straight from the game's data and update with every game version; values the game fills in while you play show in brackets, such as [duration], unless the wiki knows them. Unlock locations, unlock conditions and upgrade formulas are written by players.
Normal
Default
| Type | Name | Active | Unlock Location | Unlock Condition | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| Basic Attack | N/A | Unlocked from start | Provides the tower some basic neutral damage. | DAMAGE NEUTRAL | Tier 1: 80000
Tier 2: 400000 | ||
| Attack Speed | N/A | Unlocked from start | Modifies the tower's attack speed. | ATTACKSPEED | Tier 1-5: 1÷(.4-.05(t-1))
Tier 6+: 1÷(.19-(.04/244)×(t-6)) | ||
| Stone Foundation | N/A | Unlocked from start | A very basic foundation for the tower which increases its hitpoints. | HEALTH | Tier 1: 250000 Tier 2: 7.5e6/7.5M Tier 3: 2.25e7/22.5M | ||
| Basic Regeneration | N/A | Unlocked from start | Supplies the tower with the ability to slowly regenerate itself. | REGENERATION HEALTH | Tier 1: 2500
Tier 2: 10000 |
Regional
| Type | Name | Active | Unlock Location | Unlock Condition | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| Basic Bouncing | 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 1-5: 50% + 7.5% × (t-1), 2 + (t-1)
Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6) | ||
| Multishot | 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%, 2
Tier 2: 60%, 3 Tier 3: 65%, 4 Tier 4: 70%, 5 Tier 5: 80%, 6 Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6) | ||
| Nature's Touch | R01: Forest | Wave 40 | Deals nature damage to the primary target and heals the tower by a percentage of the total damage dealt. | DAMAGE NATURE LIFESTEAL | Tier 1: 50000, 3%
Tier 2: 630000, 4% | ||
| Fire Attack | R01: Forest | Random 5% | Provides the tower some basic fire damage on every attack. | DAMAGE FIRE | Tier 1: 120000
Tier 2: 600000 | ||
| Fire Burst | R01: Forest | Random 2% | Provides the tower a 20% chance to deal additional fire damage on an attack. | DAMAGE FIRE CHANCE | Tier 1: 300000
Tier 2: 1.5e6/1.5M | ||
| Nature Attack | R01: Forest | Random 5% | Provides the tower some basic nature damage on every attack. | DAMAGE NATURE | Tier 1: 120000
Tier 2: 600000 | ||
| Nature Burst | R01: Forest | Random 2% | Provides the tower a 20% chance to deal additional nature damage on an attack. | DAMAGE NATURE CHANCE | Tier 1: 300000
Tier 2: 1.5e6/1.5M | ||
| Earth Attack | R01: Forest | Random 5% | Provides the tower some basic earth damage on every attack. | DAMAGE EARTH | Tier 1: 120000
Tier 2: 600000 | ||
| Earth Burst | R01: Forest | Random 2% | Provides the tower a 20% chance to deal additional earth damage on an attack. | DAMAGE EARTH CHANCE | Tier 1: 300000
Tier 2: 1.5e6/1.5M | ||
| Nature Crit | R01: Forest | Random 2% | Provides a chance to multiply your projectile's nature damage. | CHANCE NATURE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12
Tier 5+: 80%, x12 + x2 × (t-5) | ||
| Elemental Resistance | 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 1-5: 50% + 10% × (t-1)
Tier 6: 93% Tier 7: 95% Tier 8: 97% Tier 9: 99% Tier 10: 99.9% Tier 10+: 1/(1000 × 1.04^(t-11)+1.001+.025×(t-5)) | ||
| Fire Resistance | R01: Forest | Random 5% | Reduces incoming fire damage by a percent based amount. | RESISTANCE FIRE | Tier 1-4: 60% + 10% × (t-1)
Tier 5: 99% Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t) | ||
| Nature Resistance | R01: Forest | Random 5% | Reduces incoming nature damage by a percent based amount. | RESISTANCE NATURE | Tier 1-4: 60% + 10% × (t-1)
Tier 5: 99% Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t) | ||
| Earth Resistance | R01: Forest | Random 5% | Reduces incoming earth damage by a percent based amount. | RESISTANCE EARTH | Tier 1-4: 60% + 10% × (t-1)
Tier 5: 99% Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t) | ||
| Wave Resources | R01: Forest | Wave 50 | Produces a fixed amount of town resources at the beginning of a new wave. | RESOURCES WAVE | Tier 1-5: 1000 × 10^(t-1)
Tier 6+: 1.5e8/150M × 1.5^(t-6) | ||
| Light Attack | R02: Desert | Random 5% | Provides the tower some basic light damage on every attack. | DAMAGE LIGHT | Tier 1: 120000
Tier 2: 600000 | ||
| Light Burst | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional light damage on an attack. | DAMAGE LIGHT CHANCE | Tier 1: 300000
Tier 2: 1.5e6/1.5M | ||
| Air Attack | R02: Desert | Random 5% | Provides the tower some basic air damage on every attack. | DAMAGE AIR | Tier 1: 120000
Tier 2: 600000 | ||
| Air Burst | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional air damage on an attack. | DAMAGE AIR CHANCE | Tier 1: 300000
Tier 2: 1.5e6/1.5M | ||
| Electricity Attack | R02: Desert | Random 5% | Provides the tower some basic electricity damage on every attack. | DAMAGE ELECTRICITY | Tier 1: 120000
Tier 2: 600000 | ||
| Electricity Burst | R02: Desert | Random 2% | Provides the tower a 20% chance to deal additional electricity damage on an attack. | DAMAGE ELECTRICITY CHANCE | Tier 1: 300000
Tier 2: 1.5e6/1.5M | ||
| Light Crit | R02: Desert | Random 1% | Provides a chance to multiply your projectile's light damage. | CHANCE LIGHT DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12
Tier 5+: 80%, x12 + x2 × (t-5) | ||
| Air Crit | R02: Desert | Random 1% | Provides a chance to multiply your projectile's air damage. | CHANCE AIR DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12
Tier 5+: 80%, x12 + x2 × (t-5) | ||
| Electricity Crit | R02: Desert | Random 1% | Provides a chance to multiply your projectile's electricity damage. | CHANCE ELECTRICITY DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12
Tier 5+: 80%, x12 + x2 × (t-5) | ||
| Fire Crit | R02: Desert | Random 1% | Provides a chance to multiply your projectile's fire damage. | CHANCE FIRE DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12
Tier 5+: 80%, x12 + x2 × (t-5) | ||
| Simple Heal | Yes | R02: Desert | Wave 1 | Instantly heals the tower by a specific amount of hitpoints. | HEALTH INSTANT | Tier 1: 100000
Tier 2: 500000 | |
| Granite Foundation | 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 | R02: Desert | Random 5% | Reduces incoming light damage by a percent based amount. | RESISTANCE LIGHT | Tier 1-4: 60% + 10% × (t-1)
Tier 5: 99% Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t) | ||
| Air Resistance | R02: Desert | Random 5% | Reduces incoming air damage by a percent based amount. | RESISTANCE AIR | Tier 1-4: 60% + 10% × (t-1)
Tier 5: 99% Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t) | ||
| Electricity Resistance | R02: Desert | Random 5% | Reduces incoming electricity damage by a percent based amount. | RESISTANCE ELECTRICITY | Tier 1-4: 60% + 10% × (t-1)
Tier 5: 99% Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t) | ||
| Energy | 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 | R02: Desert | Wave 1 | Provides the tower the ability to passively regenerate energy. | REGENERATION ENERGY | Tier 1-10: 1% × t
Tier 11+: 10.44% + .04% × (t-11) | ||
| Darkness Attack | R03: Winter | Random 5% | Provides the tower some basic darkness damage on every attack. | DAMAGE DARKNESS | Tier 1: 120000
Tier 2: 600000 | ||
| Darkness Burst | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional darkness damage on an attack. | DAMAGE DARKNESS CHANCE | Tier 1: 300000
Tier 2: 1.5e6/1.5M | ||
| Water Attack | R03: Winter | Random 5% | Provides the tower some basic water damage on every attack. | DAMAGE WATER | Tier 1: 120000
Tier 2: 600000 | ||
| Water Burst | R03: Winter | Random 2% | Provides the tower a 20% chance to deal additional water damage on an attack. | DAMAGE WATER CHANCE | Tier 1: 300000
Tier 2: 1.5e6/1.5M | ||
| Splash | 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. | DAMAGE NEUTRAL AREA CHANCE | Tier 1: 10000
Tier 2: 200000 | ||
| Bash | R03: Winter | Random 1% | 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 Tier 6: 36% + 0.18% × (t-6), 2.2s + 0.32s × (t-6) | ||
| Darkness Crit | R03: Winter | Random 1% | Provides a chance to multiply your projectile's darkness damage. | CHANCE DARKNESS DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12
Tier 5+: 80%, x12 + x2 × (t-5) | ||
| Water Crit | R03: Winter | Random 1% | Provides a chance to multiply your projectile's water damage. | CHANCE WATER DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12
Tier 5+: 80%, x12 + x2 × (t-5) | ||
| Earth Crit | R03: Winter | Random 1% | Provides a chance to multiply your projectile's earth damage. | CHANCE EARTH DAMAGE | Tier 1-5: 40% + 10% × (t-1), x12
Tier 5+: 80%, x12 + x2 × (t-5) | ||
| Darkness Resistance | R03: Winter | Random 5% | Reduces incoming darkness damage by a percent based amount. | RESISTANCE DARKNESS | Tier 1-4: 60% + 10% × (t-1)
Tier 5: 99% Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t) | ||
| Water Resistance | R03: Winter | Random 5% | Reduces incoming water damage by a percent based amount. | RESISTANCE WATER | Tier 1-4: 60% + 10% × (t-1)
Tier 5: 99% Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t) | ||
| Basic Shield | 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 | R03: Winter | Random 1.2% | Reduces the incoming damage from boss enemies. | REACTIVE RESISTANCE BOSS | Tier 1-5: 70% + 5% × (t-1)
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t) | ||
| Moon Energy | 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%. | REGENERATION ENERGY | Tier 1-5: 20% × t
Tier 6+: 100% + 1% × t | ||
| Soul Harvesting | R04: Underground | Random 0.3% | Provides a chance to deal 33% of the primary target's current health as additional darkness damage. | CHANCE DAMAGE DARKNESS | Tier 1-5: 10% + 2% × (t-1)
Tier 6+: 18.1% + 26.9%/244 × (t-6) | ||
| Darkness Armor | R04: Underground | Random 5% | Reduces incoming darkness damage by a fixed amount. | ARMOR DARKNESS | Tier 1-6: 1000 × 10 ^ (t-1)
Tier 7+: 5e8/500M × 5^(t-7) | ||
| Air Armor | R04: Underground | Random 5% | Reduces incoming air damage by a fixed amount. | ARMOR AIR | Tier 1-6: 1000 × 10 ^ (t-1)
Tier 7+: 5e8/500M × 5^(t-7) | ||
| Earth Armor | R04: Underground | Random 5% | Reduces incoming earth damage by a fixed amount. | ARMOR EARTH | Tier 1-6: 1000 × 10 ^ (t-1)
Tier 7+: 5e8/500M × 5^(t-7) | ||
| Nature Armor | R04: Underground | Random 5% | Reduces incoming nature damage by a fixed amount. | ARMOR NATURE | Tier 1-6: 1000 × 10 ^ (t-1)
Tier 7+: 5e8/500M × 5^(t-7) | ||
| Shelter | R04: Underground | Random 1% | Provides a chance to fully block incoming damage if the tower's 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 | R04: Underground | Random 0.8% | 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% 100000-200000 × 1.5 ^ (t-6) | ||
| Offensive Pack | R04: Underground | Random 2% | Provides a chance to upgrade a random offensive module [levels] time(s) at the beginning of a new wave for free. | CHANCE WAVE MODULE | Tier 1+: 20% × t (cap at 100%), t | ||
| Defensive Pack | R04: Underground | Random 2% | Provides a chance to upgrade a random defensive module [levels] time(s) at the beginning of a new wave for free. | CHANCE WAVE MODULE | Tier 1+: 20% × t (cap at 100%), t | ||
| Firestorm | 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 DAMAGE AREA GROUND | 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 | R05: Volcano | Random 0.4% | 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 DAMAGE CHANCE AREA | 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 | R05: Volcano | Random 5% | Reduces incoming light damage by a fixed amount. | ARMOR LIGHT | Tier 1-6: 1000 × 10 ^ (t-1)
Tier 7+: 5e8/500M × 5^(t-7) | ||
| Fire Armor | R05: Volcano | Random 5% | Reduces incoming fire damage by a fixed amount. | ARMOR FIRE | Tier 1-6: 1000 × 10 ^ (t-1)
Tier 7+: 5e8/500M × 5^(t-7) | ||
| Water Armor | R05: Volcano | Random 5% | Reduces incoming water damage by a fixed amount. | ARMOR WATER | Tier 1-6: 1000 × 10 ^ (t-1)
Tier 7+: 5e8/500M × 5^(t-7) | ||
| Electricity Armor | R05: Volcano | Random 5% | Reduces incoming electricity damage by a fixed amount. | ARMOR ELECTRICITY | Tier 1-6: 1000 × 10 ^ (t-1)
Tier 7+: 5e8/500M × 5^(t-7) | ||
| Magma Foundation | 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. | HEALTH RESISTANCE FIRE WATER | 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 | R06: High Mountain | Random 0.15% | Provides a chance to damage an enemy by 5% of the tower's current hitpoints and to temporarily increase the tower's maximum hitpoints. Every second the total amount of bonus hp reduces by 1% of its current value. | CHANCE LIGHT 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-6) | ||
| Light Splash | 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 CHANCE | 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 | 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 CHANCE | 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 | 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 CHANCE | 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 | 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 CHANCE | 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 | R06: High Mountain | Random 1% | Increases resistance against air damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | RESISTANCE AIR BUFF | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% Tier 6+: 15.05% + 0.12% × (t-6) | ||
| Air Barrier | 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. | REACTIVE DAMAGE AIR | Tier 1+: 10% + 5% * (t-1) | ||
| Bulletproof | R06: High Mountain | Random 0.9% | Provides resistance against incoming damage from ranged units like archers and wizards. | REACTIVE RESISTANCE ARCHER WIZARD | Tier 1-5: 70% + 5% * (t-1)
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t) | ||
| Shield Recharger | R06: High Mountain | Random 1% | Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds. | REGENERATION REACTIVE SHIELD | Tier 1-5: 6% * t
Tier 6+: 30% + 2% × (t-5) | ||
| Lifeleech | Yes | R07: Jungle | Random 1.5% | Instantly drains life from surrounding enemies to heal the tower. Draining life counts as nature damage. | LIFESTEAL AREA INSTANT | 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 | 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 CHANCE | 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 | 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 CHANCE | 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 | 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 CHANCE | 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 | 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 CHANCE | 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 | R07: Jungle | Random 1% | Increases resistance against nature damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | RESISTANCE NATURE BUFF | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% Tier 6+: 15.05% + 0.12% × (t-6) | ||
| Earth Shell | R07: Jungle | Random 1% | Increases resistance against earth damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | RESISTANCE EARTH BUFF | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% Tier 6+: 15.05% + 0.12% × (t-6) | ||
| Water Shell | R07: Jungle | Random 1% | Increases resistance against water damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | RESISTANCE WATER BUFF | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% Tier 6+: 15.05% + 0.12% × (t-6) | ||
| Nature Barrier | 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. | REACTIVE DAMAGE NATURE | Tier 1+: 10% + 5% * (t-1) | ||
| Earth Barrier | 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. | REACTIVE DAMAGE EARTH | Tier 1+: 10% + 5% * (t-1) | ||
| Water Barrier | 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. | REACTIVE DAMAGE WATER | Tier 1+: 10% + 5% * (t-1) | ||
| Sparks | R08: Metallic Ruins | Random 0.8% | Deals a random amount of damage and provides a 25% chance to stun non-boss units for 1 second on an attack. | STUN CHANCE DEBUFF DAMAGE ELECTRICITY 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 | R08: Metallic Ruins | Random 0.4% | Reduces the tower's attack speed in exchange for increasing its attack damage.By Steini225. | 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 | R08: Metallic Ruins | Random 1% | Increases resistance against fire damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | RESISTANCE FIRE BUFF | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% Tier 6+: 15.05% + 0.12% × (t-6) | ||
| Electricity Shell | R08: Metallic Ruins | Random 1% | Increases resistance against electricity damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | RESISTANCE ELECTRICITY BUFF | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% Tier 6+: 15.05% + 0.12% × (t-6) | ||
| Light Shell | R08: Metallic Ruins | Random 1% | Increases resistance against light damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | RESISTANCE LIGHT BUFF | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% Tier 6+: 15.05% + 0.12% × (t-6) | ||
| Fire Barrier | 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. | REACTIVE DAMAGE FIRE | Tier 1+: 10% + 5% * (t-1) | ||
| Electricity Barrier | 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. | REACTIVE DAMAGE ELECTRICITY | Tier 1+: 10% + 5% * (t-1) | ||
| Light Barrier | 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. | REACTIVE DAMAGE LIGHT | Tier 1+: 10% + 5% * (t-1) | ||
| Diamond Foundation | 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 | R09: Beach | Random 1% | Allows the tower to deal additional universal damage to an enemy if its hitpoints are below [threshold] of their maximum value. | DAMAGE UNIVERSAL | 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 | R09: Beach | Random 0.9% | Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed. | BUFF ATTACKSPEED CHANCE | 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 Tier 6+: 35% + 15%/244 × (t-6), 2.6 + 1.8/244 × (t-6) | ||
| Advanced Splash | R09: Beach | Random 0.3% | Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself. | CHANCE AREA DAMAGE NEUTRAL | Tier 1-5: 10% * t
Tier 6+: 56% + 0.015% × (t-6) | ||
| Super Multishot | Yes | R09: Beach | Random 0.8% | Instantly fires a missile at up to [targets] targets around the tower. | AREA INSTANT | Cooldown:
Tier 1-5: (7 - t) sec Tier 6+: 2 sec
Tier 1-5: 40 + 5*(t-1) Tier 6+: 60
Tier 1-5: 1500 + 33% Tier 6+: 1500 + 33% - 0.1% × (t-6) | |
| Darkness Barrier | 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. | REACTIVE DAMAGE DARKNESS | Tier 1+: 10% + 5% * (t-1) | ||
| Fire Exchange | R09: Beach | Random 1% | Divides incoming fire damage by a certain amount while at the same time multiplying incoming water damage. | RESISTANCE FIRE | Tier 1+: 10 + 10*t | ||
| Water Exchange | R09: Beach | Random 1% | Divides incoming water damage by a certain amount while at the same time multiplying incoming fire damage. | RESISTANCE WATER | Tier 1+: 10 + 10*t | ||
| Earth Exchange | R09: Beach | Random 1% | Divides incoming earth damage by a certain amount while at the same time multiplying incoming air damage. | RESISTANCE EARTH | Tier 1+: 10 + 10*t | ||
| Air Exchange | R09: Beach | Random 1% | Divides incoming air damage by a certain amount while at the same time multiplying incoming earth damage. | RESISTANCE AIR | Tier 1+: 10 + 10*t | ||
| Nature Exchange | R09: Beach | Random 1% | Divides incoming nature damage by a certain amount while at the same time multiplying incoming electricity damage. | RESISTANCE NATURE | Tier 1+: 10 + 10*t | ||
| Electricity Exchange | R09: Beach | Random 1% | Divides incoming electricity damage by a certain amount while at the same time multiplying incoming nature damage. | RESISTANCE ELECTRICITY | Tier 1+: 10 + 10*t | ||
| Light Exchange | R09: Beach | Random 1% | Divides incoming light damage by a certain amount while at the same time multiplying incoming darkness damage. | RESISTANCE LIGHT | Tier 1+: 10 + 10*t | ||
| Darkness Exchange | R09: Beach | Random 1% | Divides incoming darkness damage by a certain amount while at the same time multiplying incoming light damage. | RESISTANCE DARKNESS | Tier 1+: 10 + 10*t | ||
| Sun Energy | 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%. | REGENERATION ENERGY | Tier 1-5: 20% × t
Tier 6+: 100% + 1% × t | ||
| Super Bounce | Yes | R09: Beach | Hint: [3] |
Spawns a missile that jumps a lot of times.BudEBoy exploited the Developers to create this module. | AREA COMMUNITY INSTANT | Cooldown:
Tier 1+: max(7 - 1*(t-1), 3)
Tier 1-5: 20 + 10*(t-1) Tier 5+: 55 + t | |
| Ice Shards | R10: Ocean | Random 1% | Deals water damage on impact and slows the movementspeed of the primary target for 2 seconds. | WATER DAMAGE DEBUFF SLOW | 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 | 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. | DAMAGE FIRE | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
| Water Impetus | 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. | DAMAGE WATER | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
| Earth Impetus | 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. | DAMAGE EARTH | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
| Air Impetus | 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. | DAMAGE AIR | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
| Nature Impetus | 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. | DAMAGE NATURE | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
| Electricity Impetus | 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. | DAMAGE ELECTRICITY | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
| Light Impetus | 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. | DAMAGE LIGHT | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
| Darkness Impetus | 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. | DAMAGE DARKNESS | Tier 1: 35%
Tier 2: 45% Tier 3: 55% Tier 4: 75% Tier 5: 95% Tier 6+: (95 + t/10)% | ||
| Darkness Shell | R10: Ocean | Random 1% | Increases resistance against darkness damage every time the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration. | RESISTANCE DARKNESS BUFF | Tier 1: 5%
Tier 2: 7% Tier 3: 10% Tier 4: 12% Tier 5: 14% Tier 6+: 15.05% + 0.12% × (t-6) | ||
| Frost Aura | R10: Ocean | Random 0.8% | Slows the movementspeed of enemies in a 20m radius around the tower. | SLOW DEBUFF AURA | Tier 1: 30%
Tier 2: 45% Tier 3: 50% Tier 4: 65% Tier 5: 80% Tier 6+: 82% + 17%/244 × (t-6) | ||
| Anti-Neutral Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against neutral enemies. | DAMAGE NEUTRAL | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Anti-Fire Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against fire enemies. | DAMAGE FIRE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Anti-Water Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against water enemies. | DAMAGE WATER | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Anti-Earth Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against earth enemies. | DAMAGE EARTH | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Anti-Air Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against air enemies. | DAMAGE AIR | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Anti-Electricity Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against electricity enemies. | DAMAGE ELECTRICITY | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Anti-Nature Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against nature enemies. | DAMAGE NATURE | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Anti-Light Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against light enemies. | DAMAGE LIGHT | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Anti-Darkness Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against darkness enemies. | DAMAGE DARKNESS | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Anti-Universal Projectiles | R11: Neutral | Random 1% | Increases the damage dealt against universal enemies. | DAMAGE UNIVERSAL | Tier 1: +17%
Tier 2: +23% Tier 3: +30% Tier 4: +43% Tier 5+: +(60 + 8*(t-5))% | ||
| Neutral Exchange | R11: Neutral | Random 1% | Divides incoming neutral damage by a certain amount while at the same time multiplying incoming universal damage. | RESISTANCE NEUTRAL | Tier 1+: 10 + 10*t | ||
| Universal Exchange | R11: Neutral | Random 1% | Divides incoming universal damage by a certain amount while at the same time multiplying incoming neutral damage. | RESISTANCE UNIVERSAL | Tier 1+: 10 + 10*t | ||
| Marble Foundation | R11: Neutral | Random 0.8% | Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by [divider]. (Counts as neutral/universal resistance in the stats menu.) | HEALTH RESISTANCE NEUTRAL UNIVERSAL | Health:
Tier 1: 25000 Tier 2: 600000 Tier 3: 1.5E61.5 M Tier 4: Tier 5: 4E740 M Tier 6+: 2^(t-1) *
Tier 1-6: 200*t Tier 7+: 900 + 50*t | ||
| Anti-Darkness Crit | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against darkness enemies by min(tier - 1, 4). | CHANCE DARKNESS DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: min(t-1, 4). | ||
| Anti-Fire Crit | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against fire enemies by min(tier - 1, 4). | CHANCE FIRE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: min(t-1, 4). | ||
| Anti-Earth Crit | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against earth enemies by min(tier - 1, 4). | CHANCE EARTH DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: min(t-1, 4). | ||
| Anti-Water Crit | R12: Dark Realm | Random 1% | Provides a chance to multiply your damage against water enemies by min(tier - 1, 4). | CHANCE WATER DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: min(t-1, 4). | ||
| Fire Subsistence | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | R13: Heaven | Random 1% | Provides a chance to multiply your damage against light enemies by min(tier - 1, 4). | CHANCE LIGHT DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: min(t-1, 4). | ||
| Anti-Nature Crit | R13: Heaven | Random 1% | Provides a chance to multiply your damage against nature enemies by min(tier - 1, 4). | CHANCE NATURE DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: min(t-1, 4). | ||
| Anti-Air Crit | R13: Heaven | Random 1% | Provides a chance to multiply your damage against air enemies by min(tier - 1, 4). | CHANCE AIR DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: min(t-1, 4). | ||
| Anti-Electricity Crit | R13: Heaven | Random 1% | Provides a chance to multiply your damage against electricity enemies by min(tier - 1, 4). | CHANCE ELECTRICITY DAMAGE | Chance:
Tier 1+: min(20 + 10*t, 70)%
Tier 1+: min(t-1, 4). | ||
| Fire Protection | 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. | ARMOR FIRE | Tier 1-5: 0.4 + 0.03*t
Tier 6+: 0.57 + 0.9/244 × (t-6) | ||
| Water Protection | 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. | ARMOR WATER | Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6) | ||
| Air Protection | 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. | ARMOR AIR | Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6) | ||
| Earth Protection | 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. | ARMOR EARTH | Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6) | ||
| Nature Protection | 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. | ARMOR NATURE | Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6) | ||
| Electricity Protection | 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. | ARMOR ELECTRICITY | Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6) | ||
| Light Protection | 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. | ARMOR LIGHT | Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6) | ||
| Darkness Protection | 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. | ARMOR DARKNESS | Tier 1-5: 0.4 + 0.03*t Tier 6+: 0.57 + 0.9/244 × (t-6) | ||
| Fire Block | R14: Universe | Random 1% | Provides a chance to fully block incoming fire damage. | CHANCE BLOCK FIRE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
| Water Block | R14: Universe | Random 1% | Provides a chance to fully block incoming water damage. | CHANCE BLOCK WATER | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
| Air Block | R14: Universe | Random 1% | Provides a chance to fully block incoming air damage. | CHANCE BLOCK AIR | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
| Electricity Block | R14: Universe | Random 1% | Provides a chance to fully block incoming electricity damage. | CHANCE BLOCK ELECTRICITY | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
| Darkness Block | R14: Universe | Random 1% | Provides a chance to fully block incoming darkness damage. | CHANCE BLOCK DARKNESS | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
| Earth Block | R14: Universe | Random 1% | Provides a chance to fully block incoming earth damage. | CHANCE BLOCK EARTH | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
| Nature Block | R14: Universe | Random 1% | Provides a chance to fully block incoming nature damage. | CHANCE BLOCK NATURE | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
| Light Block | R14: Universe | Random 1% | Provides a chance to fully block incoming light damage. | CHANCE BLOCK LIGHT | Tier 1-5: (5 + 5*t)%
Tier 6+: (30 + 0.2*t)% | ||
| L.O.S.O. Drone System | Yes | Hint: [4] |
Spawns [drones] drones that attack nearby units by [damagefactor] 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. | DAMAGE COMMUNITY INSTANT | Drones:
Tier 1-5: 2+t Tier 6+: floor(7.2 + 0.2*t)
Tier 1+: min(10 + 5*t, 35) | ||
| Neutral Focus | Yes | R15: Chaos | Random 1% | Increases neutral damage dealt by the tower for 45 seconds. | NEUTRAL BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Fire Focus | Yes | R15: Chaos | Random 1% | Increases fire damage dealt by the tower for 45 seconds. | FIRE BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Water Focus | Yes | R15: Chaos | Random 1% | Increases water damage dealt by the tower for 45 seconds. | WATER BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Nature Focus | Yes | R15: Chaos | Random 1% | Increases nature damage dealt by the tower for 45 seconds. | NATURE BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Air Focus | Yes | R15: Chaos | Random 1% | Increases air damage dealt by the tower for 45 seconds. | AIR BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Earth Focus | Yes | R15: Chaos | Random 1% | Increases earth damage dealt by the tower for 45 seconds. | EARTH BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Light Focus | Yes | R15: Chaos | Random 1% | Increases light damage dealt by the tower for 45 seconds. | LIGHT BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Darkness Focus | Yes | R15: Chaos | Random 1% | Increases darkness damage dealt by the tower for 45 seconds. | DARKNESS BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Electricity Focus | Yes | R15: Chaos | Random 1% | Increases electricity damage dealt by the tower for 45 seconds. | ELECTRICITY BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Universal Focus | Yes | R15: Chaos | Random 1% | Increases universal damage dealt by the tower for 45 seconds. | UNIVERSAL BUFF DAMAGE INSTANT | Tier 1+: 20*t | |
| Super Tower | Yes | R15: Chaos | Wave 100 | Boosts the tower's attack speed by [speed], multiplies the max. health and health regeneration by [health] and decreases incoming damage by 50%. | BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED INSTANT | Duration:
Tier 1-4: (20 + 10*t) sec Tier 5+: 80 sec
Tier 1-5: (20 + 10*t)% Tier 6+: 71% + 9%/244*t
Tier 1-5: 3 Tier 6+: 3 + 2*t
Tier 1-5: 1000 + 10% Tier 6+: 1000 + 9% - 8/244*t | |
| W.I.N.C.E. | R15: Chaos | Beat Chaos Impossible without using any offensive modules. | Slows the Tower's attackspeed by [slow] but provides a chance to instantly destroy attackers.The WootImNoob Incredible and Novel Complete and Efficient module. | REACTIVE CHANCE ATTACKSPEED NEUTRAL DAMAGE COMMUNITY | Chance:
Tier 1+: 2% + 0.06%*(t-1)
Tier 1+: 300% - (t-1)% |
Laboratory
| Type | Name | Active | Unlock Location | Unlock Condition | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| Fire Taste | Experiment: Fire | 100°C | Deals additional damage of type fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. | DAMAGE FIRE | Tier 1-4: 40% + 10%*tier
Tier 5: 100% Tier 6+: 106% + 7% * (tier-6) | ||
| Fire Breath | 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. | CHANCE FIRE DAMAGE AREA | Chance:
Tier 1-4: 4% * (tier+1) Tier 5+: 25%
Tier 1: 1E61 M Tier 2: 8E68 M Tier 3: 6E760 M Tier 4: 3E8300 M Tier 5+: 5E95 B * 2.5^(tier-5)
| ||
| Combustion | Experiment: Fire | 75,000°C | Provides a [chance] chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as fire damage to surrounding enemies. | CHANCE DAMAGE FIRE | Chance:
Tier 1-5: 25% Tier 6+: 25% + 0.1% * (tier-5)
Tier 1-4: 2% + 3%*tier Tier 5: 20% Tier 6+: 22% + 0.1% * (tier-6)
| ||
| Shield of Fire | 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.Absorbed damage still damages the tower! | DAMAGE FIRE REACTIVE | Tier 1-5: 0.1x + 0.1x*tier
Tier 6+: 0.66x + 0.02x*(tier-6) | ||
| Incineration | 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 | Tier 1-6: 7% + 3%*tier
Tier 7+: 25% + 1.5%*(tier-6) | ||
| Water Taste | Experiment: Water | 50L (15°C) | Deals additional damage of type water based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. | DAMAGE WATER | Tier 1-4: 40% + 10%*tier
Tier 5: 100% Tier 6+: 106% + 7% * (tier-6) | ||
| Frost Nova | Yes | Experiment: Water | 75L (0°C) | Releases a wave of frost around the tower. Enemies affected by the cold cannot move for [duration] seconds. | AREA STUN DEBUFF INSTANT | Cooldown:
Tier 1-5: 40 - 5*tier sec Tier 6+: 15 sec
Tier 1-5: 100+33% Tier 6+: 100 + 33%-0.1%*(tier-5)
Tier 1-4: 3 + 1*tier sec Tier 5: 9 sec Tier 6+: 9 + 0.05*(tier-6) sec | |
| Shield of Frost | 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. | SLOW REACTIVE DEBUFF | Tier 1-5: -(25% + 15%*tier)
Tier 6+: 100% + 2%*(tier-5) | ||
| Shatter | Experiment: Water | 500L (-20°C) | Increases water damage dealt against stunned or frozen enemies. | DAMAGE WATER STUN | Tier 1: 100%
Tier 2: 240% Tier 3: 400% Tier 4: 600% Tier 5: 1000% Tier 6+: 1300% + 410%*(tier-6) | ||
| Extinguish | Experiment: Water | 1000L (-22°C) | Provides a chance to instantly destroy a fire enemy on an attack. | CHANCE DAMAGE FIRE | Tier 1-6: 1% + 1%*tier
Tier 7+: 7% + 0.075 * (tier-6) | ||
| Glacier Spikes | 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 tower's water armor raised to the power of [power] (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds. | DEBUFF SLOW DAMAGE WATER AREA INSTANT | Armor:
Tier 1-6: 0.01*tier Tier 7+: 0.06 + 0.34/244*(tier-6)
Tier 1-5: 1E61 M * 10^(tier-1) Tier 6+: 5E1050 B * 4^(tier-6)
Tier 1-5: 3 + 1*tier sec Tier 6+: 8.1 + 5/244 * (tier-6)
| |
| Absolute Zero | 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 | N/A | ||
| Nature Taste | Experiment: Nature | 3 Plants | Deals additional damage of type nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. | DAMAGE NATURE | Tier 1-4: 40% + 10%*tier
Tier 5: 100% Tier 6+: 106% + 7% * (tier-6) | ||
| Adaptive Regeneration | Experiment: Nature | 6 Plants | Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration. | REGENERATION HEALTH | Tier 1-5: 5%*tier
Tier 6+: 30.4% + 1.4%*(tier-6) | ||
| Shield of Nature | Experiment: Nature | 9 Plants | Provides a [chance] chance that incoming damage permanently increases the tower's hp-regeneration. | REGENERATION REACTIVE HEALTH | Chance:
Tier 1-5: 25% Tier 6+: 25% + 0.1%*tier
Tier 1-4: 0.2% + 0.3%*tier Tier 5+: 2% + 0.01%*(tier-5) | ||
| Violent Seeds | Yes | Experiment: Nature | 12 Plants | Continously increases the tower's nature damage until the end of the duration. | BUFF NATURE INSTANT | Damage:
Tier 1: 1% Tier 2: 2% Tier 3: 3% Tier 4: 5% Tier 5+: 8% + 3%*(tier-5)
Tier 1-5: 25 * 2^(tier-1) sec Tier 6+: 400 + 4*(tier-5) sec | |
| Rejuvenate | Experiment: Nature | 16 Plants | Increases the tower's hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration. | REGENERATION HEALTH | Tier 1-5: 0.05% + 0.05%*tier
Tier 6+: 0.34% + 0.31%*(tier-6) | ||
| Gaia's Path | 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 DAMAGE AREA | Tier 1: 300000
Tier 2: 1.5E61.5 M Tier 3: 1E710 M Tier 4: 9E790 M Tier 5: 5E8500 M Tier 6+: 1E91 B * 2.4^(tier-6) | ||
| Nature's Wrath | Experiment: Nature | 26 Plants | Amplifies nature projectile damage dealt against neutral enemies. | NATURE NEUTRAL DAMAGE | Tier 1: 50%
Tier 2: 100% Tier 3: 150% Tier 4: 240% Tier 5+: 350% + 180%*(tier-5) | ||
| Daybloom | Experiment: Nature | 30 Plants | Applies a part of module and damage factor related light damage bonus to nature damage as well. | NATURE DAMAGE LIGHT | Tier 1-6: 5% + 5%*tier
Tier 7+: 35% + 65%/244*(tier-6) | ||
| Gigantic Vines | 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 attack speed by 33% and deals [damage] of their current hitpoints as nature damage to them. | SLOW DEBUFF DAMAGE NATURE AREA INSTANT | Cost:
Tier 1-5: 800 + 33% Tier 6+: 800 + 33%-0.1%*(tier-5)
Tier 1-5: 90-10*tier sec Tier 6+: 40 sec
Tier 1-5: 10% Tier 6+: 10% + 0.1%*(tier-5)
Tier 1-5: 2.5 + tier sec Tier 6+: 7.5 sec
| |
| Earth Taste | Experiment: Earth | 1,750 kg/m³ | Deals additional damage of type earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. | DAMAGE EARTH | Tier 1-4: 40% + 10%*tier
Tier 5: 100% Tier 6+: 106% + 7% * (tier-6) | ||
| Steel Foundation | 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. | RESISTANCE HEALTH NEUTRAL AIR FIRE EARTH | Hitpoints:
Tier 1: 25000 Tier 2: 500000 Tier 3: 1125000 Tier 4: 2.4E62.4 M Tier 5: 8E780 M/3 Tier 6+: 3.2E8320 M/7 * 2^(tier-6)
Tier 1-5: 20% + 10%*tier Tier 6+: 70%
| ||
| Gravel | 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. | STUN REACTIVE RESISTANCE | Tier 1: 30%
Tier 2: 34% Tier 3: 38% Tier 4: 44% Tier 5: 50% Tier 6+: 60% + 40%/244 * (tier-6) | ||
| Titanium Hull | Yes | Experiment: Earth | 125,000 kg/m³ | Temporarily increases the tower's generic resistance by 99% and multiplies the generic armor by a variable amount but disables energy regeneration in exchange. Lasts up to 20 seconds. | ARMOR BUFF RESISTANCE INSTANT | Tier 1-6: 1000 * 10^tier
Tier 7+: 1E91 B * 8^(tier-6) | |
| Avalanche | 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[power] where x represents your current earth armor. The multiplier cannot be lower than 1. | DAMAGE EARTH CHANCE | Tier 1-6: 0.07 + 0.01*tier
Tier 7+: 0.13 + 0.27/244 * (tier-6) | ||
| Earthquake | Yes | Experiment: Earth | 55M kg/m³ (55e6 kg/m³) |
Stuns and damages all non-earth enemies on the map by [damageFactor] of the tower's maximum hitpoints. Damage type is earth. | DAMAGE EARTH STUN DEBUFF AREA INSTANT | Damage:
Tier 1+: 10 + 5*tier
Tier 1-5: 1.5 + 0.5*tier Tier 6+: 4 + 0.5*(tier-5)
Tier 1-5: 26 - 3*tier sec Tier 6+: 11 sec
| |
| Electricity Taste | Experiment: Electricity | 5000 J | Deals additional damage of type electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. | DAMAGE ELECTRICITY | Tier 1-4: 40% + 10%*tier
Tier 5: 100% Tier 6+: 106% + 7% * (tier-6) | ||
| Lightning | 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. | DEBUFF STUN DAMAGE ELECTRICITY AREA INSTANT | Tier 1: 100000
Tier 2: 1.25E61.25 M Tier 3: 7.5E67.5 M Tier 4: 5E750 M Tier 5: 1.75E8175 M Tier 6+: 8.75E8875 M * 2^(tier-6)
| |
| Overcharge | Experiment: Electricity | 1.25M J
(1.25e6 J) |
Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an electricity type enemy. | REACTIVE ELECTRICITY ATTACKSPEED | Chance:
Tier 1-5: 20% + 5% * tier Tier 6+: 47% + 48%/244*(tier-6)
Tier 1-5: 0.8 + 0.4 * tier sec Tier 6+: 2.8 sec | ||
| Transformator | Experiment: Electricity | 50M J
(50e6 J) |
Provides a [chance] chance to restore a part of your shield whenever killing an electricity type enemy. | ELECTRICITY SHIELD | |||
| Shock Ward | 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. | STUN DEBUFF GROUND | ||
| Darkness Taste | Experiment: Darkness | 5 Particles | Deals additional damage of type darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. | DAMAGE DARKNESS | Tier 1-4: 40% + 10%*tier
Tier 5: 100% Tier 6+: 106% + 7% * (tier-6) | ||
| Heartstopper Aura | Experiment: Darkness | 15 Particles | Decreases the hitpoints of nearby non-boss units by a percentage based amount of damage type darkness. | DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK DARKNESS AURA | |||
| Shield of Darkness | Experiment: Darkness | 30 Particles | Divides incoming darkness damage by a specific amount as long as the tower's shieldpoints are above 0. If no shield is present then this ability will be inactive. | DARKNESS REACTIVE SHIELD RESISTANCE | |||
| Unholy Aura | 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. | DEBUFF DARKNESS FIRE EARTH NATURE AURA | |||
| Unholy Missile | Experiment: Darkness | 75 Particles | Increases darkness damage based on the current missing hitpoint percentage of the primary target. | DAMAGE DARKNESS | |||
| Light Taste | Experiment: Light | 1 Image | Deals additional damage of type light based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. | DAMAGE LIGHT | Tier 1-4: 40% + 10%*tier
Tier 5: 100% Tier 6+: 106% + 7% * (tier-6) | ||
| Dispel | Yes | Experiment: Light | 3 Images | Removes a negative buff from the tower. | INSTANT | ||
| Dryness Aura | 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. | DEBUFF LIGHT WATER AIR ELECTRICITY AURA | |||
| Recharge | Yes | Experiment: Light | 10 Images | Instantly refills the tower's energy to 100%. | ENERGY INSTANT | ||
| Air Taste | Experiment: Air | 202,650 Pa | Deals additional damage of type air based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. | DAMAGE AIR | Tier 1-4: 40% + 10%*tier
Tier 5: 100% Tier 6+: 106% + 7% * (tier-6) | ||
| Shield of Air | 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 RESISTANCE | |||
| Air Slice | Experiment: Air | 5.07M Pa (5.07e6 Pa) |
Provides a [chance] 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 | Experiment: Neutral | 50 | Provides the tower a small chance to fully negate incoming damage. | REACTIVE BLOCK | |||
| Lifesteal | Experiment: Neutral | 2,500 | Converts a part of the attack damage dealt back to health for the tower. | LIFESTEAL HEALTH | |||
| Impetus | 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 | Experiment: Neutral | 20,000 | Reflects a part of the incoming damage back to the attacker in form of neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu). | NEUTRAL DAMAGE REACTIVE | |||
| Defiance | Experiment: Neutral | 125,000 | Every time 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 DEBUFF STUN BLOCK | |||
| Critical Strike | Experiment: Neutral | 6.5M (6.5e6) | Provides a chance to deal more damage on an attack. | CHANCE DAMAGE | |||
| Universal Attack | 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. | DAMAGE UNIVERSAL | |||
| Emergency Crit | 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 | Experiment: Universal | <= -0.5G | Blocks the first [count] hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked. | BLOCK REACTIVE | |||
| Temporal Barrier | Yes | Experiment: Universal | <= -1.75G | Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run. | BUFF REACTIVE RESISTANCE INSTANT | ||
| Lucky Shot | Experiment: Gems | 1 Stack (9 grids) | Provides a small chance to multiply your damage by [multiplier] on an attack. | CHANCE DAMAGE | |||
| Phasing | Experiment: Gems | 5 Stacks (45 grids) | A slight modification to the tower's shield that allows it to completly block every few attacks. Only works as long as the tower's shieldpoints are above 0. | REACTIVE BLOCK | |||
| Generic Resistance | Experiment: Exotic | 1 Fabric of reality | Reduces any incoming damage by a percentage based amount. | RESISTANCE | |||
| Division Shield | Experiment: Exotic | 1000 Fabrics of reality | Divides incoming damage by a fixed amount. Affects all damage types. | REACTIVE RESISTANCE |
Arcade
| Type | Name | Active | Unlock Location | Unlock Condition | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| Death Wish | Arcade: Lucky Wheel | Increases outgoing damage by a certain % and incoming damage by half of that amount. | DAMAGE WEAKEN | ||||
| Desperado | Yes | Arcade: Lucky Wheel | Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times. | DAMAGE NEUTRAL AREA INSTANT | |||
| Strike Back | 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 BUFF ATTACKSPEED | ||||
| Energy Recycling | Arcade: Lucky Wheel | Reduces the energy cost of all modules that require energy. | COST ENERGY | Tier 1: -5% Tier 2: -8% Tier 3: -17% Tier 4: -28% Tier 5: -40% Tier 6+: -(40 + tier/25)% | |||
| Redirect | Yes | Arcade: Lucky Wheel | Sacrifices the tower's shield and in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time. | BUFF ELECTRICITY INSTANT | |||
| Refined Armor | Arcade: Lucky Wheel | Multiplies each armor type of the tower by a constant value. | ARMOR NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT | ||||
| Power of the Cat | 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 form of a buff / status effect. | REACTIVE BLOCK | ||||
| Fracture | Yes | Arcade: Jumble | Temporarily subtracts 500% of the tower's resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor. | BUFF RESISTANCE DAMAGE INSTANT | |||
| Neutral Response | Yes | Arcade: Jumble | Turns all non-neutral enemies on the map into neutral typed enemies. | NEUTRAL INSTANT | |||
| Void | Yes | Arcade: Jumble | Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it. Units that become neutral inside the void will not be affected. | AREA NEUTRAL GROUND | |||
| Reboot | Yes | Arcade: Jumble | Sets the current hitpoints of the tower to exactly 1. | HEALTH INSTANT | N/A | ||
| Rak's Curse | 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% 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 HEALTH REGENERATION BUFF CHANCE INSTANT | N/A | |
| Immolation | Toggle | 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 DAMAGE INSTANT TOGGLE | ||
| Aura Enhancement | Yes | Arcade: Perfect Space | Beat Perfect Space with Rocket Launcher | Increases the radius of all aura modules for [duration] seconds. Every module with "aura" in its name is considered an aura. | AURA BUFF INSTANT | ||
| Tactical Maneuver | Yes | Arcade: Perfect Space | Beat Perfect Space with Double Cannon | Reduces the energy cost of active offensive and defensive modules by [reduction] for a certain amount of time. | COST BUFF INSTANT | ||
| Defense Overload | 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 RESISTANCE SHIELD | |||
| Cooling Cell | 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. | COOLDOWN INSTANT | ||
| Borf | 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 | N/A | ||
| Daigoparry | Arcade: Secret | Secret: |
Parry the next 15 hits that would kill you. | REACTIVE BLOCK |
Mine
| Type | Name | Active | Unlock Location | Unlock Condition | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| Awareness | Yes | Mine: Second Floor | Random 1% [1] | Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame xp, not town xp.) | XP BUFF INSTANT | ||
| Radar | Yes | Mine: Second Floor | Random 0.5% [1] | Doubles the tower's attack range for a certain amount of time. | RANGE BUFF INSTANT | ||
| Checkerboard Aura | 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. | DEBUFF NEUTRAL UNIVERSAL AURA | |||
| Magical Orbs | 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. | STUN DEBUFF INSTANT |
Challenges
| Type | Name | Active | Unlock Location | Unlock Condition | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| Phoenix Bounce | 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. | DAMAGE FIRE AREA | |||
| Stab Prevention | Challenge: 1-3 | Challenge Completion | Provides a chance to block incoming damage from assassins regardless of their elemental type. | ASSASSIN REACTIVE BLOCK | |||
| Planned Strike | Challenge: 1-4 | Challenge Completion | Every [count] attack deals more damage. Switching targets does not reset the counter. | DAMAGE | |||
| Universal | Challenge: 1-5 | Challenge Completion | Changes the base type of the tower from neutral to universal and therefore applies all default strengths and weaknesses of universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9 |
UNIVERSAL ARMOR ELEMENT | N/A | ||
| Forest Gift | Challenge: 1-6 | Challenge Completion | Increases neutral, fire, earth and nature damage while also increasing the resistance against these elements. | RESISTANCE NEUTRAL FIRE EARTH NATURE | |||
| Energy Flow | Challenge: 2-2 | Challenge Completion | Reduces the cooldown of active modules. | ENERGY COOLDOWN | |||
| Headhunting | 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 | Yes | Challenge: 2-4 | Challenge Completion | Instantly refills a percentage of the tower's maximum hitpoints. | HEALTH INSTANT | ||
| Sandstorm | 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. Affects all enemies on the map. | DEBUFF SLOW INSTANT | ||
| Desert Gift | Challenge: 2-6 | Challenge Completion | Increases neutral, light, fire and earth damage while also increasing the resistance against these elements. | RESISTANCE NEUTRAL LIGHT FIRE EARTH | |||
| Snowstorm | Yes | Challenge: 3-2 | Challenge Completion | Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [damage] of their maximum health as water damage per second. | DEBUFF SLOW DAMAGE WATER INSTANT | ||
| Mjölnir | Challenge: 3-5 | Challenge Completion | Increases the tower's electricity damage for every ice giant ... erm ... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. | ELECTRICITY | |||
| Winter Gift | Challenge: 3-6 | Challenge Completion | Reduces the total duration of negative buffs. Stuns also count as negative buffs. | DEBUFF | |||
| Aftershock | Challenge: 4-3 | Challenge Completion | Provides a [chance] chance to stun all units in a 10m radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering. | DEBUFF STUN | |||
| Tremors | Yes | Challenge: 4-4 | Challenge Completion | Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1. | CHANCE STUN AREA INSTANT | ||
| Poison Sting | Challenge: 4-5 | Challenge Completion | Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the targets nature resistance. Stacks with itself. Higher stacks decrease nature resistance further. | NATURE DAMAGE | |||
| Underground Gift | Challenge: 4-6 | Challenge Completion | Reduces the duration of stuns inflicted to the owner. | STUN | |||
| Molten Core | Challenge: 5-2 | Challenge Completion | Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1 |
FIRE ARMOR ELEMENT | N/A | ||
| Heatwave | Challenge: 5-4 | Challenge Completion | Provides a [chance] chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire. | DEBUFF DAMAGE FIRE | |||
| Rain of Ashes | Yes | Challenge: 5-5 | Challenge Completion | Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a [chance] chance to miss when attacking. | DEBUFF ATTACKRANGE INSTANT | ||
| Volcano Gift | Challenge: 5-6 | Challenge Completion | Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts. | DAMAGE FIRE | |||
| Storm Aura | Challenge: 6-2 | Challenge Completion | Reduces the attack range of nearby non-boss enemies. | ATTACKRANGE DEBUFF AURA | |||
| Aero Core | Challenge: 6-4 | Challenge Completion | Changes the base type of the tower from neutral to air and therefore applies all default strengths and weaknesses of air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 4 |
AIR ARMOR ELEMENT | N/A | ||
| Stampede | Yes | Challenge: 6-5 | Challenge Completion | Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. hp of an enemy upon contact.Goats might jump over enemies without touching them! | DAMAGE AIR GROUND | ||
| High Mountain Gift | Challenge: 6-6 | Challenge Completion | Increases the area of effect of all active modules by a specific amount. | AOE SPELLS | |||
| Monsoon Aura | Challenge: 7-2 | Challenge Completion | Reduces the maximum hitpoints and attack damage of nearby non-boss enemies. | DEBUFF AURA | |||
| Gaia's Protection | Yes | Challenge: 7-4 | Challenge Completion | Reduces the duration of debuffs by 100% for a specific amount of time. | BUFF DEBUFF INSTANT | ||
| Return to Monkey | Yes | Challenge: 7-5 | Challenge Completion | Temporarily reduces the energy cost of all active ultimate modules. For the duration of this buff the tower changes its base element type to nature. Type priority: 5 |
COST BUFF NATURE ELEMENT INSTANT | ||
| Jungle Gift | Challenge: 7-6 | Challenge Completion | Reduces the energy cost of active defensive modules. | ENERGY COST DEFENSIVE | |||
| Magnetic Core | Challenge: 8-4 | Challenge Completion | Changes the base type of the tower from neutral to electricity and therefore applies all default strengths and weaknesses of electricity to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 8 |
ELECTRICITY ARMOR ELEMENT | N/A | ||
| Battery Foundation | Challenge: 8-5 | Challenge Completion | A very energetic foundation that provides some hitpoints and multiplies outgoing electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets. | HEALTH ELECTRICITY DAMAGE | |||
| Metallic Ruins Gift | Challenge: 8-6 | Challenge Completion | Slowly increases the electricity damage dealt by the user of this module. Resets when the tower dies or the current round restarts. | DAMAGE ELECTRICITY | |||
| Low Tide | Challenge: 9-1 | Challenge Completion | Reduces the cooldown of ultimate modules but in exchange increases the energy cost of all active modules by 10%. | ENERGY COST ULTIMATE COOLDOWN | |||
| High Tide | Challenge: 9-2 | Challenge Completion | Reduces the energy cost of all active modules but in exchange increases the cooldown of ultimate active modules by 25%. | ENERGY COST ULTIMATE COOLDOWN | |||
| Shoreline Boost | Toggle | Challenge: 9-4 | Challenge Completion | This module has two states: 1) Increases water damage but decreases earth damage 2) Decreases water damage but increases earth damage |
WATER EARTH DAMAGE INSTANT TOGGLE | ||
| Beach Gift | Challenge: 9-6 | Challenge Completion | Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave. | REGENERATION ENERGY | |||
| Diver's Shield | Challenge: 10-2 | Challenge Completion | Provides a 25% chance whenever any active module is being used to make the tower immune to water damage for a certain amount of time. | INSTANT BUFF BLOCK WATER | |||
| Aquatic Absorption | Challenge: 10-4 | Challenge Completion | Whenever a water enemy is being destroyed the owner of this module has a (10 + 0.1*(tier - 1))% chance to refill a percentage based amount of their shield. | SHIELD CHANCE | |||
| Ocean Core | Challenge: 10-5 | Challenge Completion | Changes the base type of the tower from neutral to water and therefore applies all default strengths and weaknesses of water to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 2 |
WATER ARMOR ELEMENT | N/A | ||
| Ocean Gift | Challenge: 10-6 | Challenge Completion | Multiplies the maximum hitpoints of the tower. | HEALTH | |||
| Neutral Crit | Challenge: 11-2 | Challenge Completion | Provides a chance to multiply your projectile's neutral damage. | CHANCE NEUTRAL DAMAGE | |||
| Anti-Neutral Crit | Challenge: 11-2 | Challenge Completion | Provides a chance to multiply your damage against neutral enemies by min(4, tier-1). | CHANCE NEUTRAL DAMAGE | |||
| Neutral Burst | Challenge: 11-4 | Challenge Completion | Provides the tower a 20% chance to deal additional neutral damage on an attack. | DAMAGE NEUTRAL CHANCE | |||
| Neutral Block | Challenge: 11-4 | Challenge Completion | Provides a chance to fully block incoming neutral damage. | CHANCE BLOCK NEUTRAL | |||
| Neutral Taste | Challenge: 11-5 | Challenge Completion | Deals additional damage of type neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of taste modules does not alter the total raw damage dealt and therefore cannot influence other taste modules. | DAMAGE NEUTRAL | |||
| Neutral Resistance | Challenge: 11-5 | Challenge Completion | Reduces incoming neutral damage by a percent based amount. | RESISTANCE NEUTRAL | |||
| Neutral Gift | Challenge: 11-6 | Challenge Completion | Multiplies all outgoing neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor. | DAMAGE NEUTRAL | |||
| Unholy Cloak | Yes | Challenge: 12-2 | Challenge Completion | Surrounds the user with an unholy cloak that turns incoming darkness damage into a heal of the same amount. | BUFF BLOCK DARKNESS INSTANT | ||
| Grim Reaper | Yes | Challenge: 12-4 | Challenge Completion | Provides a 25+((tier-1)/4)% chance to apply a debuff to an enemy. If an enemy already contains the grim reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on darkness or boss enemies. | CHANCE AREA GROUND | ||
| Soul Core | Challenge: 12-5 | Challenge Completion | Changes the base type of the tower from neutral to darkness and therefore applies all default strengths and weaknesses of darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 7 |
DARKNESS ARMOR ELEMENT | N/A | ||
| Dark Realm Gift | Challenge: 12-6 | Challenge Completion | Reduces the energy cost of active offensive modules. | ENERGY COST OFFENSIVE | |||
| Sky Blessing | Challenge: 13-2 | Challenge Completion | Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking air or light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second. | BUFF BLOCK LIGHT AIR | |||
| Angelic Core | Challenge: 13-5 | Challenge Completion | Changes the base type of the tower from neutral to light and therefore applies all default strengths and weaknesses of light to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 6 |
LIGHT ARMOR ELEMENT | N/A | ||
| Heaven Gift | Challenge: 13-6 | Challenge Completion | Multiplies the max. energy amount of the owner by 1.1tier. Has no effect if the owner has no energy at all. | ENERGY | |||
| Universal Crit | Challenge: 14-2 | Challenge Completion | Provides a chance to multiply your projectile's universal damage. | CHANCE UNIVERSAL DAMAGE | |||
| Anti-Universal Crit | Challenge: 14-2 | Challenge Completion | Provides a chance to multiply your damage against universal enemies by min(4, tier-1). | CHANCE UNIVERSAL DAMAGE | |||
| Universal Burst | Challenge: 14-4 | Challenge Completion | Provides the tower a 20% chance to deal additional universal damage on an attack. | DAMAGE UNIVERSAL CHANCE | |||
| Universal Block | Challenge: 14-4 | Challenge Completion | Provides a chance to fully block incoming universal damage. | CHANCE BLOCK UNIVERSAL | |||
| Universal Resistance | Challenge: 14-5 | Challenge Completion | Reduces incoming universal damage by a percent based amount. | RESISTANCE UNIVERSAL | |||
| Universe Gift | Challenge: 14-6 | Challenge Completion | Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95. | DAMAGE | |||
| Crate of Rex | Toggle | Challenge: 15-2 | Challenge Completion | Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around. | RESOURCES XP INSTANT TOGGLE | ||
| Captain's Reflect | Yes | Challenge: 15-4 | Challenge Completion | Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds. | REACTIVE INSTANT | ||
| Something | Yes | Challenge: 15-5 | Challenge Completion | Spawns Something. Anything that touches Something will die. Except for the owner of this module. | DEATH GROUND | ||
| Chaos Gift | Challenge: 15-6 | Challenge Completion | Provides a 1+((tier-1)/4)% chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules. | GROUND CHANCE | Tier 1+: 0.75% + 0.25 × tier% |
Boss Artifacts
| Type | Name | Active | Unlock Location | Unlock Condition | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| Energy Sphere | Toggle | 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. | REACTIVE ENERGY INSTANT TOGGLE | ||
| Metal Plating | Boss 2 | Artifact: Metal Plating | A certain amount of electricity damage is dealt to a random nearby enemy whenever taking electricity damage. This effect triggers before any damage reduction. | REACTIVE DAMAGE ELECTRICITY BLOCK | |||
| Toxic Piranha Ivy | 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 attack speed. 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. | DAMAGE DEBUFF SLOW NATURE GROUND | ||
| Fire Bomb | 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. | AREA FIRE DAMAGE GROUND |
Other
| Type | Name | Active | Unlock Location | Unlock Condition | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| bluecat's Harmonizer | 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 activate 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 | Hint 1: Hint 2: |
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 | ||||
| Space Guns | Toggle | Hint: [9] |
Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon modes have no range limit and projectiles spawned count as regular projectiles.Looking similar to a revolver and a machine pistol, The Space Guns DonnieDoodles 'borrowed' have been converted into a module through sheer determination. | COMMUNITY DAMAGE INSTANT TOGGLE | |||
| Montoya Protocol | Hint: [10] |
Whenever a Boss-type enemy is killed, the owner has a chance to spawn Wizard-type enemies of the same element at [spawnPoints] (but no fewer than one) of the region's spawn points. Respects 200 as the total unit limit. | COMMUNITY BOSS WIZARD REACTIVE CHANCE |
Era
ERA Experiment refers to "Workshop Stairs >> ERA >> Experiment (third tab)"
| Type | Name | Active | Unlock Location | How or Base Chance to Unlock | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| Bulwark | ERA Experiment: Neutral | 2% | Increases the tower's damage the closer its hitpoints are to 50%. Passively multiplies the tower's maximum hitpoints and all armors by 1000. | DAMAGE ARMOR NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT HEALTH | |||
| Neutral Amplifier | ERA Experiment: Neutral | 4% | Multiplies outgoing neutral damage as well as the damage dealt against neutral enemies. | NEUTRAL | |||
| Shield Amplifier | ERA Experiment: Neutral | 6% | Multiplies the maximum shieldpoints of the tower by a constant factor. | SHIELD | |||
| XP Bonus | ERA Experiment: Neutral | 3% | Increases the amount of experience gained for destroying enemies. | XP | |||
| Pressurize | ERA Experiment: Neutral | 5% | Provides a chance to turn destroyed enemies into some gems. | GEMS CHANCE | |||
| Fiery Aura | ERA Experiment: Fire | 4% | Damages enemies which are very close to the tower by a fixed amount 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. | DAMAGE FIRE AURA | |||
| Solar Strike | 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. | CHANCE DAMAGE NATURE | |||
| Ice Breath | 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. | CHANCE WATER AREA STUN DEBUFF | |||
| Frost Splash | ERA Experiment: Water | 5% | Provides a [chance] 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 | 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. | SLOW DEBUFF INSTANT | ||
| Growth | ERA Experiment: Nature | 3% | Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it. | HEALTH | |||
| Photosynthesis | ERA Experiment: Nature | 4% | Increases the tower's nature damage for every light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. | NATURE LIGHT | |||
| Stream of Life | 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 the health regeneration of the tower for the duration of the buff. | NATURE DAMAGE BUFF INSTANT | ||
| Stoneskin | ERA Experiment: Earth | 3% | Hardens the tower's walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well. | STUN REACTIVE | |||
| Advanced Shield | ERA Experiment: Earth | 2% | Provides the tower with an advanced shield, but disables health regeneration. | SHIELD REGENERATION | |||
| Shockwave | Yes | ERA Experiment: Earth | 4% | Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way. | STUN DEBUFF DAMAGE EARTH GROUND | ||
| Conductor | ERA Experiment: Electricity | 3% | Converts a part of the incoming damage to shield points after a 0.5 sec. delay. The counter shows up as a buff. | REACTIVE SHIELD BUFF | |||
| Relay | ERA Experiment: Electricity | 2% | Provides a chance to hit a maximum of [targets] additional electricity enemies around the tower when attacking an electricity type enemy. | AREA CHANCE ELECTRICITY | |||
| Hurricane | Yes | ERA Experiment: Air | 2% | Increases the attack speed by 40%, all air damage dealt by 5000% and the attack range of the tower by 20%. | RANGE DAMAGE ATTACKSPEED BUFF AIR INSTANT | ||
| Whirlwind Aura | ERA Experiment: Air | 3% | Slows the attackspeed of nearby enemies. | SLOW DEBUFF AURA | |||
| Knight's Boost Of Power | Toggle | ERA Experiment: Air | 1% | This module increases xp gain and has two states: 1) increase attack speed and decrease range 2) decrease attack speed and increase rangeBy KnightJR |
ATTACKSPEED RANGE COMMUNITY XP INSTANT TOGGLE | ||
| Dark Sacrifice | Yes | ERA Experiment: Darkness | 2% | Sacrifices 30% of the tower's current hp and in turn increases its darkness damage multiplicatively by ([sacrificed amount] x (1 + max(0, 0.01*(tier - 5))))^0.2 for a certain amount of time. | BUFF DARKNESS INSTANT | ||
| Google's Influence | 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. | BUFF AREA AURA COMMUNITY INSTANT | ||
| Immortality Shield | Yes | ERA Experiment: Light | 1% | Completly nullifies any incoming damage for a certain amount of time. | BUFF BLOCK INSTANT | ||
| Refresh | Yes | ERA Experiment: Light | 2% | Resets the cooldown of all other modules when used. | COOLDOWN INSTANT | ||
| Magical Protection | ERA Experiment: Light | 6% | Removes a negative buff once in a while. | AURA | |||
| Generic Armor | 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%. | ARMOR RANGE | |||
| Gravitational Impact | 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 AREA | |||
| Unfolding | ERA Experiment: Universal | 2% | Increases the maximum shieldpoints over time additively. That means shieldpoints gained from this module are not factored in into future gains from it. | SHIELD | |||
| Omniversal Damage | ERA Experiment: Universal | 1% | Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.By your elements combined, I am tower! | DAMAGE COMMUNITY | |||
| Focused Multishot | ERA Experiment: Universal | 1% | Provides a chance to attack up to 10 units around the primary target. | AREA | |||
| Super Tower 2 | Yes | ERA Experiment: Universal | 1% | Massively boosts the tower's attack speed (+(+100%)) and multiplies its energy regeneration by [energyregeneration]. | ATTACKSPEED ENERGY REGENERATION BUFF INSTANT | ||
| Magical Stone Of Floof | Yes | Hint: [2] |
Increases resources gained from destroyed enemies and from the module transmute.Floof created this module by controlling chaos. | RESOURCES COMMUNITY INSTANT | |||
| Kit's Toolkit | Hint: [5] |
Increases outgoing projectile damage of any type by a constant factor that gets divided by (5 - 0.012*(tier - 1)) for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider. Additionally the range of aura modules increases by [aura] per module inside your blueprint. | DAMAGE AURA COMMUNITY | ||||
| Gnarly Obsidian | 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. | COMMUNITY REACTIVE FIRE ARMOR STUN BLOCK | |||
| Confusion Field | 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 15 sec. and has a radius of [radius] m. | AREA CONTROL COMMUNITY GROUND | |||
| Dice Of Fate | Boss 4 | Artifact: Dice of Fate | Use the power of the artifact to get a random buff every few seconds. Has a chance to apply a negative buff. | BUFF STUN DAMAGE ATTACKSPEED BLOCK REACTIVE HEALTH SHIELD RANGE REGENERATION |
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. An additional non-infinity module Onyx's Blessing can also be found on the infinity grid at the location indicated by 3 on the map below. Additionally, the non-infinity modules Nullifying Aura and The Executive are listed in this section due to their placements in this phase of the game. The infinity grid starts in the center with Infinity Foundation (indicated by 14 on the map below), and can be traversed outwards in four directions.
| Infinity Grid Map | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| A | B | C | D | E | F | G | H | I | |
| 1 | 1 | 2 | |||||||
| 2 | 3 | 4 | |||||||
| 3 | 5 | 6 | 7 | ||||||
| 4 | 8 | 9 | 10 | ||||||
| 5 | 11 | 12 | 13 | 14 | 15 | 16 | |||
| 6 | 17 | 18 | 19 | 20 | 21 | ||||
| 7 | 22 | 23 | 24 | ||||||
| 8 | 25 | 26 | |||||||
| 9 | 27 | 28 | 29 | ||||||
| Type | Name | Max. Tier | Active | Grid Location | Grid Coordinates | Unlock Cost | Description | Tags | Upgrade Formula |
|---|---|---|---|---|---|---|---|---|---|
| Super Tower 3 | ∞ | Yes | 1 | A1 | Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100. | BUFF SHIELD DAMAGE INFINITY INSTANT | |||
| Power Conversion | ∞ | 2 | B1 | Every time the tower takes damage a part of its energy refills by converting the impact force into raw power. Only works when shield is active! | REACTIVE ENERGY INFINITY | ||||
| Onyx's Blessing | 250 | 3 | A2 | Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation. | ATTACKSPEED COMMUNITY | Tier 1+: 0.16×tier% | |||
| Quantum Fading | ∞ | 4 | B2 | Completly absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality. | REACTIVE BUFF BLOCK INFINITY | ||||
| Eternal Wall | ∞ | 5 | B3 | Tremendously increases the hitpoints of the tower by raising them to a specific power. | HEALTH INFINITY | ||||
| Infinity Burst | ∞ | 8 | B4 | Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present). | DAMAGE CHANCE INFINITY | HP and Shield /(2+(38/99)×level) | |||
| Quantum Speed | ∞ | 11 | B5 | Provides the tower with the ability to reach a much higher attack speed. | INFINITY ATTACKSPEED | ||||
| Storm Synergy | ∞ | 12 | C5 | Multiplies the total air damage multiplier with the total water damage multiplier raised to a certain power. Does the same thing vice versa. | INFINITY DAMAGE WATER AIR | ||||
| Infinity Splash | ∞ | 9 | D4 | Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage. | INFINITY AREA CHANCE DAMAGE NEUTRAL | (1+0.09×level)% of primary damage | |||
| Infinity Shield | ∞ | 13 | D5 | Reverts the shield debuff from Infinity Foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if Infinity Foundation is equipped. | SHIELD HEALTH INFINITY | N/A | |||
| Infinity Foundation | ∞ | 14 | E5 | N/A, Unlocked at Infinity 1 | Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x0.8. | REGENERATION ENERGY SHIELD INFINITY | N/A | ||
| Infinity Attack | ∞ | 15 | F5 | N/A, Unlocked at Infinity 1 | An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance. | DAMAGE INFINITY | HP / (1.1+(4.9/99999)×level)) | ||
| Infinity Crit | ∞ | 10 | F4 | Provides a chance to raise an enemies health to the power of 0.9. | DAMAGE CHANCE INFINITY | (1+(1/111)×level)% chance | |||
| Infinity Range | ∞ | 7 | F3 | Permanently increases the tower's attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively. | RANGE INFINITY | ||||
| Void Synergy | ∞ | 6 | E3 | Multiplies the total light damage multiplier with the total darkness damage multiplier raised to a certain power. Does the same thing vice versa. | INFINITY DAMAGE LIGHT DARKNESS | ||||
| Gaia Synergy | ∞ | 16 | G5 | Multiplies the total earth damage multiplier with the total nature damage multiplier raised to a certain power. Does the same thing vice versa. | INFINITY DAMAGE NATURE EARTH | ||||
| Deep Slumber | ∞ | 18 | B6 | Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time. | STUN CHANCE INFINITY | ||||
| Omega Synergy | ∞ | 17 | A6 | Multiplies the total universal damage multiplier with the total neutral damage multiplier raised to a certain power. Does the same thing vice versa. | INFINITY DAMAGE NEUTRAL UNIVERSAL | ||||
| Condense | ∞ | 21 | F6 | Provides a small chance to receive an exotic gem from destroying a boss enemy. | CHANCE EXOTICS BOSS INFINITY | ||||
| Infinity Impetus | ∞ | 24 | F7 | 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 tower's attackrange as reference. | INFINITY DAMAGE | (1+0.069×level)% damage / meter | |||
| Sun Synergy | ∞ | 23 | E7 | Multiplies the total fire damage multiplier with the total electricity damage multiplier raised to a certain power. Does the same thing vice versa. | INFINITY DAMAGE FIRE ELECTRICITY | ||||
| Death Aura | ∞ | 22 | D7 | Provides a chance for each individual non-boss enemy around the tower to immediately die once every second. | DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK DARKNESS AURA INFINITY | ||||
| Universal Infinity | ∞ | 25 | F8 | Deals universal infinity damage. | INFINITY DAMAGE UNIVERSAL | 1+(79999/99999)×level | |||
| Serious Missile | ∞ | 26 | G8 | An incredibly refined module that provides a small chance to instantly destroy a non-boss unit. If the unit has a shield it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds. | DAMAGE CHANCE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY | ||||
| Quantum Defense | ∞ | 27 | G9 | Reduces incoming damage by an exponential factor but requires energy every time the tower is taking damage. | ENERGY REACTIVE RESISTANCE INFINITY | ||||
| Infinity Reflect | ∞ | 28 | H9 | Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant. | REACTIVE NEUTRAL DAMAGE INFINITY | ||||
| Snap of Destiny | ∞ | Yes | 29 | I9 | Erases half of all enemies from the map. | DAMAGE AREA INFINITY INSTANT | |||
| Infinity Energy | ∞ | 19 | C6 | Reverts the energy regeneration debuff from Infinity Foundation but in exchange increases all module cooldowns by 25%. Only works if Infinity Foundation is equipped. | ENERGY COOLDOWN INFINITY | N/A | |||
| Infinity Regeneration | ∞ | 20 | D6 | Reverts the health regeneration debuff from Infinity Foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if Infinity Foundation is equipped. | REGENERATION HEALTH INFINITY | N/A | |||
| The Executive | 250 | Solution: |
Increases the amount of module fragments dropped and additionally boosts the transmute bonus from Magical Stone Of Floof by 40*tier% and the resource bonus by 0.2*tier%._eXeCutie obtained this module by climbing the corporate ladder. | FRAGMENTS RESOURCES COMMUNITY | Tier 1+: 0.2×tier% | ||||
| Nullifying Aura | 250 | Hint: |
Erases part of the debuff resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.A place where effects last longer, discovered by dfirestorm and centered on your tower. | DEBUFF AURA COMMUNITY |
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.
| Type | Name | Active | Unlock Location | Unlock Condition | Description | Tags | Tier Upgrade Formula |
|---|---|---|---|---|---|---|---|
| Symbiotic | Yes | Unknown | Step 1 Hint: Step 2 Hint: Step 3 Hint: |
Swallows the tower in a giant mouth, dividing incoming damage while a spreading pool slows enemies, smaller mouths bite nearby enemies, and tendrils pin down four targets. Lasts [duration] seconds. | AREA CONTROL DAMAGE DEBUFF COMMUNITY INSTANT |
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). Note that this is often outdated.
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'. This is still reflected in their internal ids.
- 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, v1.0.14, there are 21 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.
- An Artifact or a second Supporter Module may be created by upgrading to the Pay To Win supporter tier.
- 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. - Using the AI to switch between activating and deactivating an active module every frame can be beneficial.
- Knight's Boost of Power is recommended with this strategy, as it will grant increased attack range as well as increased attack speed within the inner attack range.
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:
- Space Guns:
- Montoya Protocol: